Warning!
Violence and the Supernatural
The fantasy World of the Palladium Role-Playing Game® is violent. deadly and filled with magic and
monsters. Other dimensional beings, demons, and sorcerers tonnent. stalk and enslave humans. Monsters. gods,
niagic. insanity, cannibalism. war and heroic adventure are all elements of this book.
Some parents may find the violence and supernatural elements inappropriate for young readers/players. We
'. suggest parental discretion.
Please note that none of us at Palladium Books condone or encourage lhe occult, the practice of magic, the
use of drugs. or violence.
An adventure and sourcebook for the Palladium Fantasy RPG®.
Compatible with the entire Palladium Books® Megaverse®!
Still dedicated to Alex.. my dearest friend for r;learly three decades and without whom my world would be a
lonelier place.
Thanks to my original Play-testers: Steve. Thorn, Randy, Julius. Roger. Randi. Kuch, Ed. Maryann, Rick,
Kevin, and Tony.
- Kevin Siemhieda, /996
Palladium FantasyTM .-eleases:
Palladium FantasyTM RPG, 2nd edition
Old Ones™, 2nd edition
Monsters and Animals™, 2nd edition
Dragons and GodS™ for the 2nd edition
Other releases:
Rifts· Index and Adventures Volume One
Rifts· World Book Ten: Juicer Uprising™
Rifts· World Book Eleven; Coalition War Campaign™
Rifts· Game Shields and Adventures
Rifts· RiftsworkZTItoI Portfolio
Nightbane™: Between the Shadows™
Nightbane™; Nightlands™
Second Printing of the Second Edition - January, 2000
Original Printing - 1987
Copyright 1996 & 1987 Palladium Books Inc. and Kevin Siembieda.
All rights reserved under the Universal Copyright Convenlion. World Wide. No part of this book may be reproduced in part or whole. in any fonn or
by any means. without pennission from the publisher. excepl for brief quotes for use in reviews. All incidents, situations. inslilutions, governments
and people are fictional and any similarity, without saliric intenl. of characters or persons living or dead. is strictly coincidental.
Palladium [email protected]!landMegaversel!lareregistered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
The Old Ones. Timiro, Baalgor Waslelands, Yin·Sloth Jungles. Western Empire. Bizantium. Wolfen. Mind Mage. Diabolist. Summoner. Trisline
Chronicles. Dragonwright. Adventures on the High Seas. Palladium Fantasy RPG. Dragons & Gods, and other names and litles are trademarks owned
by Palladium Books Inc.
Owner of Trademarks Palladium Books®. Rifts®. Megaverse®. Old Ones™: Palladium Books Inc.
Palladium Fantasy RPGTN Book III: Adventures on the High Seas, 2nd Edition is published by Palladium Books Inc.. 12455
Universal Drive. Taylor. MI 48180. Primed in the USA.
2
,
Pallad/um Fantasy RPG@ Book 3:
Adventures on the
Wriuen & Created By: Kevin Siembieda Chief Artist Supreme: Scott Johnson
Contributing Writer: Erick Wujcik Additional An: Martin McKenna
Additional Text & Concepts: Randi Cartier Wayne Breaux Jr.
Alex Marciniszyn
Chesler Jacques Peter Simon
Randy McCan
Character Sheets: Mike Leonard
Editors: Alex Marciniszyn
Map An: Kevin Siembieda
James A. Osten with assistance from Maryann Siembieda
Julius Rosenstein
Erick Wujcik Art Direction: Kevin Siembieda
Cover Painting: Marlin McKenna Layout & Keylining: Kevin Siembieda
Typography: Maryann Siembieda
Special Thanks to Scott Johnson who did a superb job illustrating the bulk of this book! Martin McKenna for
another great cover and some cool interior art. Maryann for all her contributions and support. Erick Wujcik for
his editing, writing and the excitement he always instills in me. And to Alex, Jim, Julius, Steve. Wayne and all
the Palladium wizards for the magic they instill in every book and to Palladium itself.
- Kevin Siembieda
3
Table of Contents City of Bizantium ..................••........ 87
K'irsgen Yard 89
New Skills & Descriptions ........•....••...... 7 Bizantium Islands & Highlights 90
Additional Spells 9 Palladium Voyage ...................••....... 91
Other Notes ....................•.... , 9 The Isle of Y-Oda ...................•........ 9S
Annar .........................•.....•...... 10 Bletherad The Northern Port ............•....... 95
Muhiple a.c.c.s. . . . . . . . . . . . . . . . . • . . . . . . 10, The Grea; Library'of Bletherad 97
Gladiator & The Arena .........•...••••...... 10 Mount Oda.........................••........ 99
Gladiator a.c.c. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 13 The Island of Zy....................••........ 100
Entertainer O.C.C.s ............••....•....... 14 The Northern Beach _ . . . . . • . . . . . . . . . . . . .. 101
Entertainer Guilds .....................•....... 15 The Cyclops ............••....•....••........ 102
Acrobat & Tumbler a.c.c 16 Cyclops Stats. . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . .. 103
Actor a.c.c 17 Lords of Lightning .............•.............. 104
Bard O.c.c. ....................••....•....... 19 Island of the Cyclops ........•.....••••..•..... lOS
Minstrel a.c.c. ", 20 Random Encounters .. . . . . . . . . . . . . . . • . . . . . . . . .. 107
Prestidigit310r a.c.c. 22 The Trade Port........ 108
Juggler/Knife-Thrower O.c.c. 23 The Merchant District. ..............•.......... 110
Seafarers of the Palladium World ......••....... 2S The East Side. . . .........•.............. 115
Mariner O.C.C........................•....... 26 The City of Clypss ............••....•......... 118
Pirate O.C.C 27 Queen Leona Lee-Ops. . . . . . . . . . . . . . . . . . . . . . . . .. 122
Sailor O.C.C..........................•....... 28 The Gryphon's Nest Bay ..........•••...•..... 124
Economics of Sea Trade ............••.••...... 29 The Gryphon's Nest Pirate Cove 125
Necromancer (Optional O.C.c.) ......••........ 31 The Four Sisters Isll:mds .............•......... 128
Necro-Magic 35 The Lady. . . . . . . . . . . . . . . . . . . . . . . . • . • . . . . . . . 128
Shaman O.C.C 38 Gryphon island . . . . . . . . . . . . . . . . . . . . . • . . . . . . . .. 131
Shamanistic Chants 40 Catacombs. . . . . . . . . . . . . . • . . . . . • . . . . . . . . . . . .. 137
O.c.c. Powers, Abilities. and Bonuses 41 Mantle of the Gods ..................•......... 140
Seas & Islands of the Palladium World 42 Faerie island ............•..............•..... I~O
Sea of Despair 42 The Hydra's Den... . .. . . . . . .. .•........... ... 145
Sea of Despair Encounter Tables 43 The lillie Sister........ . ..............•..... 148
An adventure into Despair 47 The Floenry Island Chain ISO
Isle of Lemaria .......................•....... 49 Oen Island . lSI
Lemaria Encounter Tables ........•.....•....... 52 Enry Island . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . .. 152
People of Lemaria ................•............ 54 Isle of East Mon ....................••....... 156
Laws of Cassandra ...............•....•....... 55 Lyrd Isle ..":'"............................... 156
Town of Storm Haven .....••..••••..•••....... 56 Dragon's Roost. . . . . . . . . . • . . . . . . . . . . . . . . . . . . 159
Map of Town 57 Soulh Bay Island.. . . ..............•...•..... 162
Vergis Point ...................••....•....... S8 Grimbor Island. .. . . . . . .. . . 164
Maginsa .................•.....•....•....... 59 Minor Islands of Note 165
Amoria ..................•.....•....•....... 61 West Mnn 166
City of Cassandra .........•.....•....•....... 63 Pirates of the Floenry Island Chain 169
. I@
City Highlights ............••....•.....•...... 64 P·Irate Ac·tl·vlty........... .
Forbidden Isle of Set ............••...•••...... 67 Rumors about the Pirate Federation. . . . . . . . . . . . . 171
G.M. Background 67 The Island ofTotugo ................••........ 172
Denizens of the Forbidden Isle 69 The Federation Building. . . . . . . . . . 174
Leviathan the Shadow Beast : 71 Ships of the World.............•....••........ 176
Forbidden Island Random Encounters ......•...... 76 Shipboard Salaries ....................•........ 176
The Manor House ......................•...... 77 Naval Supplies & Equipment 177
Circle of Immortality ...................•...... 80 Ship Descriptions...................•...•..... 178
The Islands of Bizantium 82 Western Empire ....................•.......... 178
The Bizantium Military 83 Demon Black Ship .............•...•.......... 181
The Shipyards of Bizantium .......•......•...... 85 South Winds ..................•.....•........ 182
Tl.ml.ro K·109dom ..........•............... 183
The Stone Ships 86 Eastern Territory ..........•....•.....•........ 185
4
Kingdom of Bizantium ..............•....•..... 185 Maps
The Bizantium Stone Ship , ')87 Bizantium Islands , ..•.. , , •..... 90
Wolfen Ships ................•.....••......... 188 City of Bizantium .................•.•...•..... 88
Conditions at Sea .............••. " .• , ... , , 189 City of Cassandra (Lemaria) ...........•......... 66
Ship to Ship Combat. .. , , •. , , , .. , 190 Dragon's Roost Island................•......... 159
Boarding ', . . . . . . . . . . . . . . . . . . . . . . . . .. 191 Enry Island 152
Long·Range Combat ............•..... , 191 Floenry Island Chain. . . . . . . . . . . • . . . . . • . . . . lSI
Damage by Weapon Types 192 Floenry Islands of Note 167
Notes on Magic at Sea , , 19-:t Forbidden (sle (Lemaria) . . . . . . . . . . . . . . . . . . . . 68
Palladium RPG Character Sheets .. , ..••........ 196, Forbidden lsle: Manor House Ground Floor 77
Blank/All Purpose Sheet 196 Forbidden Isle: Manor House 2nd Floor 79
All Major Characters from the RPG ......•........ 197 Forbidden Isle: Manor House Basement 79
Experience Tables , .. , .. , ..••... , .. , . 224 Four Sisters: Overview 128
Four Sisters: Faerie Island 141
Quick Find Table Four Sisters: Gryphon Isle ..........••.......... 133
Four Sisters: Hydra's Den , .. ,., 146
Anti·Thoth Cult.............. . .....•........ 153 Four Sisters: The Lady .............••....•. ' 129
Bizantium Kingdom .......•....• , 82 Four Sisters: The Little Sister , 148
Bizantium: City of. ............•• , ...••........ 87 Grimbor Island.. . . . .. . . .. . .•. . 164
Bizantium: Stone Ships , ..•......... 86 Gryphon Isle: Ruins .................•......... 135
Bizantium: Stone Ship Stats ...........••....... : 187 Gryphon Isle: Catacombs 138
Circle of Immortality (flawed) 80 Island of the Cyclops: Overview 102
Cult of Yin-Sloth ................•.....•....... 153 Island of the Cyclops & 4 Sisters. . . . . . . . . . . . 105
Cyclops Character Stats . . . . . . . . . . . . . . . . • . . . . . .. 103 Island of the Cyclops: Gryphon's Nest Bay 127
Cyclops: Key Characters..........•............. 120 Island of the Cyclops: Trade Port 109
Cyclops Lighting Shafts , . . .. 104 Isle of East Mnn 156
Demon Black Ships: Rumors ......• , , , 171 Known World & Northern Details 81
Demon Black Ships: Stats ........•• , .. , .•....... 181 Lemaria (island) ....................•......... 50
Gryphon Costs , . . . . .. I 16 Lyrd Isle ..........................•......... 156
Headdress: Lion.................••............ 163 Den Island ..............•..... , . , , •. , , . . . . . .. 151
Headdress: Others. . . . . . . . . . • . . . . . . . . . . . . . 164 Pirates Island: Totugo '...••......... 173
Mantle of the Gods . . . . . . . . . • • . . . . • . . . . . • . . . . .. 140 South Bay Island 163
Market Prices...............•....• , 30 Town of Amoria (Lemaria) .............•........ 62
Necromancer ...................••............ 31 Town of Maginsa (Lemaria). . . . . . . . . . . 60
Necro-Magic , , , •. , 35 Town of Storm Haven (Lemaria) ........•........ 57
Pirates: The Pirate Federation .............• , 171 Town o,Totugo (pirates) ..............•........ 173
Pirates: Shrr-Ta Jungle Raiders ......•.....•..... 171 Town ofVergis Point (Lemaria) , .. " 59
Pirates: Submarine League ..........•.....•..... 171
Pirates: Valicar's Raiders .................•..... 171 New O.c.c.s
Pirates: Vunoon Pirates 171 Acrobat/Tumbler o.c.c. .....•...••....• , .. , 16
Pirates' Haven: Gryphon's Nest Bay .......••..... 124 Actor O.C.C , .. , •. , , , 17
Pirates' Haven: Totugo , 172 Bard D.C.C. . ..................•••..•.•....... 19
Pirates: Rumors '........•...... 169 Gladiator O.c.c. ......................•....... 13
Quick Slats: Boogie-Man ............•.......... 132 JugglerlKnife-Thrower a.c.c 23
Quick Stats: Puck 147 Mariner a.e.c...................•....•....... 26
Rune Weapons (see Gryphon Isle) 137 Minstrel a.c.e...................•...••....... 20
Western Empire: Bizantium Observations 92 Multiple a.c.c.s ..........•• , ...•.. , ..• , to
Western Empire: Gladiatorial Arenas II Necromancer O.c.c. ..................•........ 31
Western Empire: Gryphon's Nest Bay 124 Pirate a.c.c...........................•...... 27
Western Empire: Trade Port (Cyclops) 108 Prestidigitator/Stage Magician O.c.c. ......•...... 22
Western Empire: Pirate Rumors 170 Sailor O.C.C 28
Werejaguars & Werepanthers 158 Shaman O.C.C , 38
s
More Adventures Note: Unless a W.P. or indicated otherwise. the new skill would faU
under the (<<hflieal skill calegory. All sailing/ship relaled skills can be
on the High Seas divided into various other calegories and/or lumped in the new category
of NOWII Skills penaining 10 ships &: sailing.
1be second edition of High Seas offers more insight into the people
and places of the Palladium World. Castaway/Shipwreck Survival (New!): (Add to Wilderness skill and
A few new occupational charxler c1llS5eS have been added 10 the Naval category) Sutviving withoul a ship at sea is a specialized skill,
original ones. and much of the old material has been expanded and up- since lhe seas of the: Palladium World are quite hostile. Those with
dated. New depth is given to the description of the world and the people this skill know ho......to avoid being sucked down with a sinking ship,
in il. New intrigue and menaces are broughllo life, and new avenues of
how 10 selecl and assemble the best driflwood and scrap ror a raft.
adventure cllplOfed. and how 10 noal withoul exerting themselves (nocthe same as swim·
ming) for hours al a time. Once lhe survivor has something to hokt
High Seas. Second Edition also heralds the return of Erick Wujcik. on to, il becomes possible 10 survive for days at a lime. but only if
you know how 10 gel fresh waier (from fish, certain lypeS of sea-
who has siolen some lime away from his own company. Phog~ Pr~ss
(renowned for the diceless A.mber" RPG) to return to the Palladium weed and condensalion of dew on cool melal surfaces), as well as
FanlaSY line and give it his indomitable touch. Erick has been quietly
involved with the Palladium Farlluy RPG series since ilS inceptKln. of· how to keep from being allacked or eaten by sea predators. Charac·
fering wggesltons. ideas and the occutona.l adventure, cool character.
villain. mon5lCr. and IC;JII. Erick created the popular Eandro/h R.C.C. ters without this skill. or without help rrom someone else who has
and Silonor as well as the Ma.rpory. £m~,in. YC/I'IQ. Coyles. and others the skill, will likely perish immediately, or within hours. Note that
(see Monslers & Animals. 2nd Edition). He is also responsible for the once on land. even the tiniest island, the skill of Wilderness Survival
basic concepts behind Dragonl'l'righl (which he hopes to develop and takes over.. Baw Skill: 27% +3% per level of experience.
explore in Dragons lit GodsT"') as well as the Tombs ofGusidi odl·tn· Clownina: (New!): (Add to Communations &: Performing Ans) The
tNU. and contributions to many of the original editions. Erick shares my profession of the clown is an ancient one, known to have been prac-
vision for lhe incredit»c Palladium World and has unbridled his imagi· ticed on lhe Palladium World as long ago as the Time of a 1lIousand
nalion to help breathe new life inlO a dynamic world of enc::twltmenl. Magicks. 70.000 years in the past! Clowning is more than just a cos·
conflict and triumph.
tume and makeup. although leaming to wear the costumes and apply
Togelher. Erick Wujcik. Thorn BlI1old, Randi ClI1icr. and I plan 10
weave a web of adventure and high fantasy Ihal will lead you. dear the makeup is a diffICult and time consuming process. Clowns take
garners, on epic advenlures and have you clamoring for more. on very special "chanlcters" (as if the chanlctc:r were role-playing
someone enlirely different). Note that clowns, in the Palladium
A Design Nole:As Erick and I were working on this book, we no- World ~ not considered 10 be funny (although they do gel laughs).
ticed the frequent reference to Monsters & Animals, Second Edition Their acts. skits and plays ~ all ancient roUlines (called '"mystery
for details aboul giants, Faerie Folk. other races, monsters, and animals.
We regret thai we have to frequently refer to this book, bul the Palla- plays"), the meanings of which arc oflen lotally lost in the: histOf)' of
dium Fantasy workt is so expansive thai il is impossible to squeeze
everything inlO one book (as the massive 336 page rule book, wilh nine a forgotlen time. All clowns are members of the "Guild of Kleintro."
poinl type iJIuslrates). Monsters & Animals. 2nd Ed. (only $19.9S for
240 pages) is one of the few sourcebooks lhal mosl players arc likely to no ifs, ands or bulS. "False" clowns, Ihose wilhout guild authorily.
flttd to enjoy the full range of Ihe Palladium World. Dragons & Gods
may be another 200+ page behemOlh that fans will find an invaluable are hunted down and ki/ftd, usually by assassins. but royal agenlS of
and necessary resource. That's one reason we try to give our fans as big
and beauliful a book wilh as much packed inlO il as possible. We hope the Western Empire. lhe Kingdom of Timiro, and the Easlern Terri-
our fans understand and enjoy these and the: Megave~ of adventure tOf)' have all been involved. at one time or another, in lhe slaying'of
lhal all of our books try 10 provide:.
pretend clowns. Base Skill: 2O'J, +4% per level of experience.
New Skills & Descriptions Dreqt Sea Flshina: (New!): (Add 10 Tochnic'a.l and/or Naval categOf)')
CastawaylShipwreck Survival Tumbling Although similar 10 freshwater fishing (see Palladium RPG, 2nd edi-
Clowning W.P. Banle Axe lion, page S I), the methods involved are very different. Smaller fish
Deep Sea FIShing W.P. Incendiaries are generally caught using a variety of different nelS in quantily
Flag Signalling W.P. Pole ann (4lXi fish al a lime). For bigger fish (SO pounds and up), special
Hand 10 Hand: Gladialor
History tackle is required, which is aClually attached to the ship. Those with
Identify Sea Life this skill have a basic knowledge of the most common fish. and
Jesting know the proper tochniques for preparalion and cooking (many Pal-
Lore: Farm ladium World fish have poison glands or quills thai must be re-
Lore: Sea
Seamanship moved prior 10 cooking). For nel fishing. roll once every hoor, but
Shipwrighl once every twenly minUles for line fishing. Base Skill: 32% +4%
Stage Carpenlry. Lighling. &: Assembly per level of e~perience.
Note: While someone with the Domestic Fishing skill can catch
and cook fish while on Ship. using lheir usual techniques. lhey'll
catch only the smaller fish, and they'll only roll for success once per
hour. Also, lhey woo't have the knowledge involved in identifying
which are edible. or the: details of how specifIC fish should be pre-
p=!.
Flag Signallinl (New!): (Add 10 Communications or Naval category)
Ships at sea in the Palladium Wood. often miles apan. have devel·
oped a "language" based on the display of colored nags. Those wilh
this skill can read and compose menages. as well as be able to rec-
ognize the banners, ensigns, pennants and standards used to commu-
nicate a ship's origin and status. Communicating basic navaJ
messages ('"Tum 10 starboard." "00 you have any fresh waler to
spare?" or "Beware! Pirales sighted to the: nonhea.sl!"') are easy for
anyone with 2nd level, Of better, ell.pertise. However. non-naval
messages. including names (Sir Bertnnd, Pon larI) or messages re·
lated 10 other subjects (magic. money or religion), are fTIOfIC: lime
7
consuming, and more difficullto compose or decipher. Since each since being a jester is usually a full-time job, usually at a royal coun.
ship usually displays banners showing their nationality and otho/ in- il's not a job suitable for most player characters.
formation, those with this skill have the chance of identifying a fake lore: ."arm (New!): (Technical) This skill is not to be confused with
(pirates often ny false nags). In addition to the common signal code the science of boron)' in which the character can farm. and identify
(used by cvery seafaring nation in thc Palladium World). cenain na· and grow plants. Fann lore is a knowledge of myths and legends
vies and merchant companies have developed their own secret sys· about real and mythological plants, roots, herbs and fanning. It also
terns of communicating. Base Skill: 18% +6% per level of includes a very basic knowledge of how 10 grow and care for plants,
experience. where notable plants (usually poisonous or medicinallherbal) and
History: A general knowledge of the Palladium world, historical mile· mythical plants are"said to be found, and adds a bonus of +2% to the
stones. great wars. great civilizations and kings and dates of impor- skills of botany. holistic medicine and faerie lore. Ibse Skill: •
tance. lillIe is kl'lOwn about all the great eras, including The Age Of 2S%+S% per level of experience.
Chaos. Age of Light, Age of a Thousand Magicks, The Age of
Elves, Elf-Dwarf War. the Millennium of Purification. Settling or Lore: sea (New!): (Technical and Naval category) Knowledge regard-
the Eastern Territory, and kcy evcnts of the last 300 years. Least is ing the myths and legends of the oceans and seas of the known Pal-
known about the monster races unless thc character is of a nonhu- ladium World, including the edge of the world, sea monsters, sea
man race, then he knows more about his own people than humans, creatures and aquatic people, ghost ships. and general knowledge
Elves and Dwarves. Base Skill: 35% +5% per level of experience. about marine animals and whether or not they are dangerous to hu-
Hand 10 Hand: Gladiator (New!): A form of hand to hand combat manoids. Base Skill: 25% +5% per level of experience.
that is typically exclusive to the Gladiator D.C.C.; only the assassin
and actor D.C.C.s can choose to elect this skill as an alternative to Seamanship (New!): (Technical and/or Naval categories) Most sailors
their normal training. No extra skill costs for the assassin, but costs don't really need to kl'lOw how to sail. they just need to be able to
three "other" skills for the actor. Described in the Gladiator D.C.C. follow orders when it comes to belaying. hauling. dropping or trim-
section. ming sail. which means they need to know the difference between a
Identiry Sea Lire (New!): (Available from Science, Wilderness and crossjack, a mizzen mast, a fore lower topgallant and a hundred
Naval categories) Characters with this skill can identify all different other names for specific sails. ropes. masts and cross-masts. Thc
kinds of fish, squid. octopus, shellfish, tunles. sea mammals skill also includes being able to judge. evaluate and repair sails,
(whales. dolphins, seals), and sea monsters, as well as seaweed, ropes and rigging (every sailor has to be handy with a needle and
sponges and even swarms of tiny life forms (such as krill, the food thread, as well as kl'lOwing how to braid rope). Also involves the ba-
source for many whales, and the different one-celled organisms that sics of ship cleaning and maintenancc, as well as how to skillfully
give off a visible glow at night). Even more imponantly, the charac- operate the pumps needed to remove the water that collects in the
ter can recognize habitats, or water and weather conditions, that sig- bilge. Base Skill: 22% +4% per level of experience. Requirement:
nal the presence of cenain kinds of sea life. For example, the Must also have the sewing skill.
charactcr can allempt to determine what kind of fish are feeding be-
low the ship, or what giant schools are travelling nearby, based on Shipwright (New!): (Technical and/or Naval) like an army's ficld ar·
the appearance of cenain predators such as knowing where to find morcr. the shipwright has the necessary skills of a naval mechanic,
tuna when cenain dolphins are sighted. Includes a knowledge of carpenter and blacksmith nceded to repair ships at sea. Aftcr any
which sea life is edible, useful as healing herbs, or poisonous. An- storm or bailIe, numerous repairs are needed and even in peaceful.
other imponant bit of knowledge is being able to identify which bar- calm waters a ship's structure should be continuously maintained.
nacles, shipworms and mollusks (which live on the hull, under the Another task of the shipwright. one that is never finished, is direct-
watcrline) are harmless, and which are immediately threatening. ing the application of pitch (usually made'from pine sap) to keep the
Base Skill: 27% +4% per level of experience. cracks between the boards waterproof. Repairing weapons, annor,
Jesting (New!): (Add to Communications & Performing Ans) The me- and other metal objects also falls among the shipwright's responsi-
dieval equivalcnt to a comedian is more than just a tcller of jokes. bilities. A shipwright can make finished objects out of wood (such
The jester litcrally "plays thc fool." in that the object is to make one- as belaying pins. replacement spars or boards) and metal (nails,
self look like an idiot. On a physical levcl this involves being able to chain, ctc.). Base Skill: 26% +4% per Icvel of experience. Require-
trip over their own feet, look incredibly clumsy, and take pratfalls ment: The character must also have the carpemr)' skill, but g.ets a
(all without seriously injuring oneself). The jests themselves are ver- +5% bonus to carpentry with this skill-combo.
bal jokes. pan of conversations that a jester may have with himself,
or with others (usually while pretending to be someone else). The Stage Carpentry. lighting and Assembly (New!): (Technical) Com-
idea is to always have the humor on two levels, the oven funny stuff bining a lillIe bit of a lot of different specialties. the character under-
that evcn the most ignorant observcr will find funny, and a more so- stands how to build a stagc. make bench seats. and build props and
phisticated. biting. sardonic humor that only those in the know will stage backdrops. In the case of props and backdrops, the character
understand. Jestcrs also know how to create jokes, put together com- knows how to make fake weapons. walls. breakaway chairs. and so
edy scenes, and assemble "situation" comedies. Traditionally. jesters on, that look real. at least from a distance of 15 feet (4.6 m) or far-
wear foppish clothing that is a mix of mismatchcd colors and pat- ther. For example, a fake throne room would require a throne. walls
terns. Most successful jesters are considered to be wise counselors, painted to look like the inside of a castle. and perhaps a hanging can-
and are respectcd for being the only member of a coun who can tell delabra, or a few torches on the wall. Base Skill: 20%+3% per level
the monarch that he is acting like an idiot without gelling himself of experience. Requirement: The character must also have the cor-
beaten, killed or imprisoned. This is usually done by play-acting at pemry skill. Nole: Warriors with the skill to recognize weapon qual-
being the monarch and exaggerating any foolish or wrong-headed ity are +10% to recognize stage wcapons even from a distance.
movcs or decisions (whilc funny. this is not usually done in public,
but privately). Base Skill: 28% +3% per level of experience, Tumbling (New!): (Add to Physical skills category) This skill builds
and strengthens the body for feats of strength. endurance and agility.
Note: There is no Jester D.C.C.. but it is possible for any of the other Abilities include a variety of gymnastic type rolls. Icaps. tumbles.
Entenainer D.C.C.s (Acrobat or Tumbler, Minstrel, Bard. Actor, falls, canwheels, somersaults, and hand stand type exercises. These
Prestidigitator or Juggler) to become a jester. Dn the othcr hand, differ from the acrobat in that they are perfonned on the ground and
involve rigorous exhibitions of speed and strength involving elabo-
rate tumbles, back-nips, body throws, and so on. Special Abilities
gained from this training include:
8
Back.Flip: +4 to dodge by quickly nipping OUI of hann's way or Additional Spells
over one's opponent. Always ends in a tumble and crouched stance.
Like all dodges. it takes the place of one attack that melee. However, Fleet Feet
because the tumbler has nipped a fairly great distance, the attacker
also loses one allack. as he must tum around or lunge forward to re- Range: Self or other by spell or ritual up to 20 ft (6 m) away.
new his anack. 40%+5% per level. Duration: Two melee rounds per level of experience.
Saving Throw: None
Body Throw: While usually used on a cooperative panner, this P.P.E.: 20
Level: 6th level Wizard spell.
judo-type nip can be used on an opponent, doing ID6 damage, plus
Fleet feet is an e.o:tremely popular and powerful magic spell. Its
Ihe victim loses initiative and one attack thaI melee. Note: The tum- popularity and commonness that makes it a 6th level spell.
bler must be weaponless. using both hands to grab his opponent anSi
Ihrowtllip him to the ground. 1lIe incantation doub/~j the physical prowess, speed and mobility of
the enchanted peT50fl for 30 seconds (2 melee rounds) per level of the
Leaps: 5 feet long (1.5 m). plus one fOOl (0.3 m) for every other spel1 caster. This means the character's speed and P.P. are doubled (pro-
level of experience. 4 feet high (1.2 m) plus one foot (0.3 m) for viding increased P.P. bonuses to strike, parry and dodge) and perhaps
every three levels of experience.
most notably. the character's a/laCks p~r melee round are all doubled
Pole Vault: 8 feet (2.4 m) high, plus two feet (0.6 m) per each ad-
ditional level of experience. Success ratio is 50%+5% per level. for the durati~ of the spell.
Failure means only half the intended height is achieved. While the character is a veritable whirlwind of action. the enchant-
Stilt Walk: To construct and walk on stilts. 50%+5% per level of ment does have some drawbacks. He is moving so fast and doing so
experience. A failed roll means a fall off the stilts. Roll for every 15 much that the character is -2 on initiative and not likely to see a surprise
feet walked. attack coming (in most cases, a surprise altack or strike from behind is
automatic). Funhennore, the perfonnance of delicate skills like picking
+2 to roll with punch, fall or impact. locks or pockets, carving, writing. etc.• are all at -20% and the character
+2 to P.S. cannot control his precise movement.
+ltoP.E.
+204 to S.D.C. Mask of Deceit
W.P. BaUle Axe: Training with all types of large axe weapons, includ·
ing single blade and double-headed axes and picks. Bonuses: + ID6 Range: Self or other by touch.
damage at level two! +110 strike allevels \, 3, 5, 8.12 and 15. +1 to Duration: 10 minutes per level of experience.
strike when thrown or to parry at levels 2. 4. 8, and 12; not designed Saving Throw: Everybody who encounters the magically disguised
for throwing. character gets to save vs magic. but are -4 to succeed. A successful
W.P. Incendiaries (New!): Fire is the most common and most devas- save means the true features are seen, not the mask.
tating weapon of ship to ship combat in the Palladium World. While P.P.E.: 15
mages are frequently employed. serving as living ani11ery. most Level: 6th level Wizard spell.
ships of the line (i.e.. warships) are equipped with incendiary de-
vices. Different nations have developed different fonnulas, but they 1lIe spell magically creates an illusionary mask over the person's
are all used in the same way. First. a container filled with the own facial features. Age. gender. skin color, hair. hair length. and spe-
burnable substance is loaded into a ballista, catapult, onager or tre-
buchet. Second. either a fuse or the stuff itself is set on fire. Third. cific features are composed by the thoughts of the spell caster. How-
the device is fired at the target. Founh, if all goes well. the burning
substance then hits the sails. or lands on the deck of the largel ship. ever, the magic is limited 10 facial features and does not apply to any
In addition 10 being able to handle the ··Greek Fire:' burning pitch, other pan of the body, nor does it add to one's height. The mage can at-
or flaming oil. the character also knows the best way of extinguish- tempt to imitate a specific person's face, but has a mere 20% +3% per
ing any enemy incendiaries, and will know when to use water, vine- level of experience success rate. The disguise skill adds a bonus of
gar (well-prepared ships have barrels of vinegar to put out naming +10%.
oils), sand or sails to put out a fire. Base Skill: 20% +5% per level
of experience. Failure usually means that the fire is snuffed out be- Radiate light
fore it hits the targel. Requirement: The character with this skill
must also have W.P. Siege Engines as well. Range: Self or Olher by touch.
W.P. Lance Note: The use of the lance is limited to the knight and Duration: One minute per level of experience.
Paladin O.C.C. and is not nonnally available to other o.c.c.s. See Saving Throw: Not applicable.
the descriptions under Th~ Way of the Lanc~ in each of the respec- P.P.E.: 8
tive O.c.c.s. Level: 3rd level Wizard spell and 2nd level Air Warlock magic.
W.P. Pole Arm: Training with all types of large axe weapons, includ-
ing the glaive, sabre, halberd, runka, scythe and voulge. among oth- The spell causes Ihe character's entire body to glow with an illumi-
ers. Bonuses: +2 damage at levels two and eight! +1 to strike and nation equal to 10 candles but is genlle to the eyes. The light can be
parry at levels \, 3. 6. 9 and 12. +Ito strike when thrown at levels 3. used to shed light on the area around the character like a lantern without
7. and 12: not designed for throwing. the nickering. The light also has a calming effect and adds + I to the
charisma of the character who is aglow.
Other Notes
A Note About Elves
One of the natural abilities of the Palladium Elf is to see in tOlal
darkness; nightvision 60 feet (18.3 m). Somehow, this was accidentally
omitted from the first printing of Palladium Fantasy RPG. Second
Edilion. Sheesh.
9
Palladium Armor Notes , Note: A character cannol learn a new occupation, especially a very
"The S.D.C. for Hard Leather annor (full suit) should be 30. di~ferenl one, by osmosis. He needs a menlor or leacher to show him the
"The S.D.C. for a hal/sIlitor Soft Leather is 10: A.R. 6. ropes and help in his sludies and practice. This means lhe character
The S.D.C. for a hal/suitor Hard Leather is 12; A.R. 8. mUSI find time 10 learn, masler and develop his new occupation. It is
1be S.D.C. for I htJ/fsllit of Suxided Leather is 20; A.R. 9.
ideal if his leacher is a member of the player group (Non·P1ayer Char-
A half suit of padded. quill or c10lh im', wonh while. aeter/NPC or player characler). If not, the characler may need 10 take a
Multiple O.C.C.s sabbalical from the group or learns at an even slower pace (triple the
A player can change his character's D.C.C. at any point in his life, amount of eJ;pcrience poinlS needed 10 achieve each new level).
provided all D.C.C. requirements are satisfied. This change in occupa-
lions can be done only once and creates a split class -a character with Switching back. Sometimes a career change is a mistake, and (he
knowledge and skill in IWO different areas (some'limes radically differ- character may wanlto relurn to his original O.CC (I don't recommend
ent areas).
a third O.C.C selcction, as Ihis can become funky and cumbersome).
When this choice is mack. the original D.C.C. skills and growth in Returning back to the oriRinal O.C.C. is easy. The skill level and eltpe-
uperience: arc frolen. The new D.C.C. skills arc selected as usu),l. but
rience poinlS of the second occupation are forever frozen and the old
only l\alf the number of a.c.C. r~/alNJ skills are Ivailabk. Duplicate
O.CC. skills and experience poinlS are unfrozen to advance as usual.
skill choice!; should r'lOI: be made. This career choice is final, so lhe character cannot switch back to the
second O.C.C, at some later dale. Of course, he can use the knowledge
If an D.C.C. skill is duplicated as lhe resull of the new occupation. and abilities of the second O.CC. for the rest of his life, only they never
the chllnloCu:r does not learn the skill over again but starts with an advan- improve. He may even retain an inleresl in some areas and punue them
lagc (higher level of cltpenisc). ThaI skill remains frozen with lhe rest
of his original O.CC skills, until the new O.CC reaches the equivalent for fun like a~, but not eXlensively enough 10 grow in eJ;perience.
level of experience. At this poinl any dupUcQlt skills continue to grow
Slanina: EquiplnflIt: The muhi<lass character who swilches back
with experience as lhe characler increases in skill and knowledge of his
10 his old O.C.C. docs 001 get any new equipment or money for switch·
second occupation. All other skills from the original O.C.C. remain fro.. ing back. When changing from one occupation to a second, new occu-
zen. Note: The challlCter canl\()( switch back and forth from one O.CC palion, the characler should start with the equipmenl and money from
10 the other in an effon to grow in both areas of e.r.penise. In most the finl O.Cc. and docs NOT get the starting equipment of the new oc·
cases, each Occupational Characler Clan is very specialized and oflen cupation. He mUSI buy necessary equipmenl wilh money eamed from
requires yean; of specialized nining and dedicatKln 10 master that the original profession. If he/she lacks the necessary funds. ii'S time 10
O.CC Thus, one cann<M bounce back and forth, the pllyer mUSl make I sell some of that old. obsolele equipmenl. Sticking with the soldier ex-
choke for his chanK:ler and stick wilh il. ample. he or she should consider selling some weapons, armor and the
E.r.perienCf' ronsideralions and moclir.alions: Characten who se- old war horse 10 purchase ilems needed for the new occupation.
Iec1I second O.C.C from lhe same O.CC. category IS his finl occupa·
tion docs 001 suffer any learning disabilily or e.r.pcrience consideration Skill Bonu$tS: On skills lhat arc repealed, do 001 add lhe bonus
or penahies. Thus, a soldier can retire from soldiering (all soldiering from the second occupation 10 the first, but usc lhe highest skill bonus
skills and experience poinls in that profession frozen) to become a
of the IWO.
Ranger'(or any man at arms) withoul penalty. This means he Slans as a
jim Itl·tl Ranger with zero experience points. Eltperience points are O.C.C. bonuses such as pluses on inilialive, 10 strike, save vs magk
gained as usual and he grows in levels of experience lhe same IS any or horror factor and so on, are accumulative in the sense thai the chanK:-
new Ranger. ter can dlllw on bonuses acquired from both O.CC.s. However, the
player only uses the higher of the IWO when a bonus is repeated.
Selccting a new occupation from a completely different area of
knowledge and expertise means lhe chanK:ler advances in levels of e.r.. The Gladiator
pericnce very slowly - double the amount of eJ;pcrience poinlS ncccs·
sary to reach each level. For e.r.ample, if a 6lh level soldier relires to & The Arena
select a new O.CCo, all his soldiering skills and experience poinlS arc
The gladiatorial artna is "the.. major form of entertainment in the
frozen II 6lh level. During his years of military 5CO'ice he becomes in· Palladium World. Take a moment and think about the wide range of en-
terested in magic (or whatever) and decides to become a wizard, Nor- Icnainmenl Ivailable to the modem television viewer. violence and ac-
mally a first level wizard needs 2240 experience poinlS 10 reach second tion with pola and adventure dramas, sex, murder and bctnyal from
level, however the eX-50ldlcr needs 4480 points because lhis new soap operas (both daytime and nighttime shows), games of chance
O.C.C is very different from soldiering. To reach third level he'll need through I variety of game shows, as well as comedy (klts of comedy),
cartoons and documentaries. Contemporary live entertainment includes
8960. and so on. spectator sports like bo.r.ing. football, hockey, racing, rodeos, circus,
concerts, and the news.
The progress of a second, specialized and highly skilled occupation
is slow because the character does not have the benefit of years of Irain- There may be no television in the medieval Palladium world, but
ing or apprenliceship that mOSI characten have when lhey dedicate there is some measure of organized enlertainmenl. Even the smallest
themselves early to ont occupation. Furthermore, old habits die hard, village will sponsor a variety of local festivals, parades, and social galh-
and lhe character of a multiple chanK:ler class ""ill inevitably use the erings. Many towns have one or more dance halls, numerous pubsltav-
skills of his original occupation. This hampcn the learning of new skills ems and the occasional theater and/or casino. Some also offer less
and disciplines. Unfonunately. the old skills aren't generally used $lvOf)' (often illegal) forms of recreation, including gambling halls,
drug dens, and houses of prostitution, among others, The occasional cir-
enough 10 grow in eJ;pcnise in those areas, but arc used enough to keep cus. travelling show, minstrels, bards and 0Ihcr entertainers may also
lhem from detcr1onl.ling. Despite the slow progress of perfecting a sec- offer entertainment in the 10wn 5qlWe, an empty lot. or on the outskirts
ond D.C.C. (and often a new lifestyle), lhe skills and abilities from it of town. All these things offer a momenl's respite from the loil or
can be gratifying, fun and exciting. duldrums of one's everyday life, bul none offer the spectacle of the
cladilltoriaJ arma.
10
, Arenas are found throughout the world. especially in the older king-
doms of Timiro. Bi:antium and the Lalld of th~ South Winds. but n0-
where in the world does the gladiatorial arena flourish more than in the
Western Empire:. 1llc largest cities in the Western Empire might have
up 10 a dozen. different stadiums offering a variety of entertainment
every night of the week! Some of these stadiums are small. seating
fewer than 2000. while others are large coliseums accommodating
10.000 to 40.000 spectators and extravaganzas of all kinds. One of the •
most famous Western stadiums can be filled with water where mini·na·
val battles and hand to hand combat against Kelpie. water elementals.
crocodiles and other aqualic ~Ien are waged. Wealthy merchants
and the decadent nobility of the West often have their own. pri\'tJt~
ar~fI/J for duels. boxing. wrestling. animal fights and similar conteSts-
these rarely seat more than 200 Spectalors. At most kingdoms only !he
largest cities have one or two arenas of medium (3.000 to 9.000) or
large size. Shows are typkally presented once a week (sometimes once
a month) and during festivals and/Or on other special occasions.
Arena shows arc il'lCTedibly varied. In a single afternoon the bill of
fare mighl include several musical. dance and variety aeU. magicians
and jugglers. clowns. trained animals performing tricks. and animal
fights (pining one againsl the CHher or against condemned prisoners or
gladiators). followed by horse or dog races. CIwiOl races. fOOl races.
jousts. and typically ending with "Blood Sports~ - bo;ll;ing. savage
wrestling. tough man contests. duels and gladiatorial games. 1llc arena
is also frequently the site of public executions.
Different times and places have different customs and variety of
shows. Fads and fashion typically delermine the popularity and fre-
quency of events. Gladiatorial contests and most forms of "blood
spons" are oudawed in the EDstrr1l T~rri/ory. while the audience thrives
upon "gladiatorial blood spons" in the WrSlrr1l Empir~, which are bat-
tles to the death between man and beast or humanoid combatants.
Meanwhile. chariot racing is the rage in Timiro. while Lopan is the site
of an Olympic-style contest held once every six years and involvinl all
manner of spons. riding. skills at ann! and combat. Contestants come
from around the world and even many of the monster races are allowed
to panicipate.
Often the entenainment scheduled at a gladiatorial arena depends on
the sponsor. Running an arena is an upensive proposition. Govemmenl
owned arenas must constantly work 10 keep maintenance costs low and
attendance high. Private and church owned arenas are forced to pay
huge anern:lance taxes. For most owners. the price of admission (which
may vary with the event) and concession stands barely pay for mainte-
nance, acts of vandalism, and the normal damage caused by the specla·
c1es themselves (all spectators attend at their own risk and casualties in
the audience are not uncommon). Many arenas make their profits by
renting lheir facilities 10 business owners and nobililY who pay 10 use
the arena for shan periods; a single event to an entire day of e;ll;citement.
Political k:aders. whether elected or royal. can win favor with the pe0-
ple and increase their popularity by sponsoring shows and distributing
free or ine;ll;pensive tickets 10 the masses. Merchants can use the events
IS advenising for their business eslablishment or new prodUCts,
Singen. musicians. clowns. horses and jockeys are easy 10 come by.
1llc three things that most arenas are constantly looking for are \·ictims.
uo/ic animols. and combatants for gladiatorial combat and games. Of
these. the professional gladiator is most coveted.
Victims are usually condemned criminals or slaves. Criminals are
preferred. because lhey are cheap; only modest bribes or purchase
price needs to be paid to the couns and nobles for the hunanoid refuse
locked away in their dungeons. Secondly. criminals arc crowd pleasers.
Announcers usually ell.lggerate the crimes of the accused so thai il
seems only just and fair that they are brutally punished. maimed or
killed. The more heinous the crime. the better the reaction from !he
crowd. Non-humans (especially Wolfen and Giants) are always a favor-
ite (and whose only crime is Iypically being captured by humans).
II
Slaves tend 10 be more expensive and much less popular unless they kids and even the sons of IBdesmen and nobles, dream of becoming
are exOilc in some way. 1bere's nol a 101 of salisfaction from seeing gladialors (jUSI as teday's boys dream of being sports starS). If they're
some poor. unlnlined fool getting slked 10 p~ On the other hand. .serious. talented (sltength. size and reflexes are importanl). and have the
arena promoIeJS will lake Idvantage of bargains where elderly, rebel- price of lUilion. they could enler glldialor schools or apprenlice pr0-
lious and monstrous slaves are being offered for cut-rate prices. grams. Many gladialors start as slaves or convktc:d criminals con-
demned to death. By luck and skill. a few (maybe one: OUI of every five
Exotic animals and monsters are always in high demand. The rver hundred) manage to survive and evenlually gain fame.
and more deadly the beast. the higheT the price and the greater the atten·
dance. The constant need for new attraclions places a high demand and Typical Arena Schedule By Erick Wujcik
good price for strange and monstrous crealures. Some merchant marines
and slavers go so far as to specialize in the capture and transport of par- Let's give a listen 10 the Palladium version of the arena ringmasler.
licularly large and dangerous "live" cargo, making raids into the Yin-' He's the announcer giving the blow:by-blow, the direcl forerunner of a
Sloth Jungles, BUlgor Wastelands. Nonhem Wildemess and even the circus ringmasler. "LeI's give a big round of applause: 10 Ihose animal
Land of the Damned to acquire eXOlic animals and humanoid warriors. handlers. ladies and gentlemen. Remember, even though they've had
their tails amputated, those manticores are nwy beaslS.
ProfessionaJ gladiators are as much entertainers as warriors and
command lop dollar. In addilion 10 being skilled at huning, maiming "For the next few minules we'll have a lillIe mid-show enlertain-
and disanning their opponents. they know how 10 be flamboyant. Sllul, ment Whik you're watching the Fabulous Aying Tunles (acrobats). kl
fk:x muscles, Ia1lr: Il'ISh, issue challenges with nair. and drag 001 a fighl me fill you in on a few of the eventS we've got coming up 1~ler in this
for dramatK: effect. Most usually tty 10 create an aura of mystery and aftemoon's action packed scheduk.
danger about themselves noI unlike modem day WTeStlers. However.
whik some of their bauks may be staged, these characlers are genuine ~A new shipmenl from the deepesl Yi,,-5IOlh jjlrtg/~s has provKled
fighlers. A conlesl between Inined gladiaun is often bloody and our courageous glldialors with some uuly challenging compelilion.
deadly. If the two hate each Olher and the fight is 10 the death. theanies First we'lI see "Crazy Jack~ Umben as hf" altempts 10 survive a fighl
are often discarded and the baIlie quick and brutal. Typically, the first with a genuine chimera. This chimera has already earned a reputation as
few minutes involve the IWO opponents sizing each other up with feinlS a man-killer. Since his capture he's killed eighl and crippled another
and jabs to test each other's rellC"liOll and balance. Suddenly, fasler than three. "Crazy Jack" will face this monSler armed with nothing more
lhe eye can follow, they clash! A rapid exchange of blows follows until Ihan a half-suil of chain, a shan spear and a dagger.
one staggers away bleeding. The: difference between life and death is
now a mere fraction of an inch and a death blow away. If a bailie to the "Later on. if he survives, "Crazy Jack" will lead a six-man team
death, only one: will leave the arena that day and magical healing is for· against a really lough bunch of opponenlS. This will be a real threal, la-
bidden (bodies are somelimes Slolen and resurrected by allies or loved dies and gentlemen, a full dozen Iiz.ard men complete with their deadly,
ones and can lead 10 a scll-out rematch). poison lipped. native weapons!
An arena promoIer will reject staging "real" fights as a main acl for 1bat's noI all follts! For our final animal act we're going 10 bring
Ihree reasons. out the arena's favorite mascot, Old Tansaburon the Fire Dragon! Yes
sir. that eighly foot, ancient red dragon will have his claws full when he
First. an arena has 10 entenain the crowd from early afternoon when tries 10 lake out ten condemned murderers. each in full arms and armor!
the crowd starts drifting in, until the lasl ton:h-lil climax. hours later.
NOI only would filling that lime with hundreds of "real" fights be ex- .~ we'll have the event you've all ~ waiting for! "Killer"
pensive, il would also be incredibly boring 10 the crowd. Moravo, the lenor of the Western Empire, is making a bid for the world
championship. All that stands in his way is the champ, ''The Claw" Tu-
Second. the aventge arena fan is quite a distance from the aclion. vinius. 1lle gambling is going to be heavy on this one folks, I suggesl
Even if you've got a greal seal ("blood-splatter" lickelS, right in the you gel 10 the belling windows early.
front row, are usually lhe mosl expensive even lhough these spectators "It looks like Ihe grounds keepers have finally finished and we're
run a real risk of becoming pan of the action), something happening ready 10 stan our nexI lIC"I. Counesy of Lord Kim.serg, we're going to
right in the middle of the field is going to be from fifty to two hundred see Old Lord Jersy finally gel his jusl desens.
feel distant Imagine silting in the bleachers of a baseball stadium and
watching a realislic fight (sorry, no binoculars available). There's DO "From the roar of the crowd il sounds like quile a few of Jersy's
way you could see any of the "real" action. Gladiator contests are usu- fanner tenanlS have showed up to see him gel paid back for years of
ally fought with wide, sweeping geslUn:s, roundhouse swings and ac- overcharging and cruelly. Yes, no doubt he got away with monsuous
tion for dramatic: effect and so the crowd can see what's happening. crimes, but he was finally caughl and found guilty of fOl"gery.
Finally, death in the arena, for gladialors at klsl, is greatly eugger- .....And here he comes now! Supposedly. because: of his lilk he has
aledo 11 has 10 be! Peopk don'l wanl faceless warriors. The crowd needs been allowed a full su.il of armor. Considering his advanced age, he'll
heroes 10 cheer for and villains and monsters to boo. You can'l gel he- need everything he can get.. Hey......hal's this? II seems that the Dizzy
roes and villains overnighl. 1bey've gOlIO have exposu~. It's the same Brothers, those midgelS in the clown COSlumes, have been selc:cled 10
as with good television, kill a few bil characlers for drama. bul keep the execute Jersy!
main characters alive!
'This is one of the funniesl execulions ever! II seems Ihal someone
In other words, the CIoseSI modem equivalent 10 gladialOriai contests has put Jersy's helmet on backwards! He keeps swinging that sword
is big lime wreslling. Hulk Hogan, Mr. T, and Dick the Bruiser would way over the heads of his attackers! The crowd is going wild .....
make great gladiators. They'd jusl have to gel used 10 drawing r~al
Old Lord Jersy was found guilly of forgery and sentenced 10 death
orblood and chopping off limbs. course, eventually there would be in the arena. Supposedly, his lim has eamed him the use of a fullsel of
armor for protection. ACluaily he's SO old and feeble that they've de-
fights 10 the death between the lOp gladiators, bul a real fighl-lG-the- cided 10 tum his execution into a comedy routine. Opposing him will be
death againsl a It'Uly wonhy opponenl would be something the cham- a sel of unarmored gnomes in clown gear. After aboul fifteen minutes
of various pralfalls and shenanigans the gnomes will nip the old man
orpion gladialor would face only a couple of times a year. course there and hold his head down him in a waler tub until he drowns. For a gladi-
lJor audience that's the heighl of humor.
are exceptions. Some gladialors are bloodthirsty maniacs who like 10
fight and kill. so they accept dangerous challenges regularly. Some &c-
eep! all challengers.
Glldiators come from all walks of life. Some soldiers and profes-
sional fighters are drawn 10 the fame and fonune of the arena. Young
12
Oplional Arena Roll-Up Table (Roll percenlile) look like a desperate battle. diffICult and dangerous, even when the reo
sult is really already decided (although lhings don't always go accord·
By Erick Wujcik f' ing 10 plan).
01-10 Collseum. 1lle vcry largest kind of arena. Huge. with a circu- Cenain stage tricks are used to make everyone look good. Skins
lar din field about IWO hundred (eel across! 1llC stands can accommo- filled with animal blood are used to fake serious injuries. and every
gladiator knows how to make a minor wound look more serious lhan it
dale up to 80.000 fans (1011204 and multiply by IO.OOO). Found only in is in lClUalil)'. Gladiators must also train with a variel)' of arms and ar-
mor. AI any time they may be called upon 10 fighl with • strange
the largest cil;es. usually only in the Western Emp~. or in a counlfy's weapon and linle or no armor.
largest city. Usually thett are several underground levels. a complete set
Gladiators & Armor
of dungeons. animal pits. CIC. Unlike IT1O$I arenas where vendors selling
snacks. drinks and souvenirs go through the crowds. coliseums often Gladiators v)ew armor more as coslume than prolOClion. 1be type
have sales areas right under the sealS. so people can just walt down ~ and color is used as a son of uniform that allows the crowd 10 tell dif-
few steps and buy anything they might want during the frequent breaks ferent fighters apan.. Mosl gladiators prefer 10 use a small amount of ar-
in the aclKxJ. !l's possible 10 find old Coliseums, left over from different mor: the arm shield and a light chain vesl is most common. Half suits of
anctent periods. just about anywhere (in less populated areas. they Siage scale mail. splint. or plate and chain or plale are a!so used. Half suits of
all the aclKln in just one end of the field. sealing people accordingly).
armor tend 10 provide muimum protection of limbs and head while al-
11·30 Amphitheater. Can handle up 10 60.000 fans (roll 106 and lowing for ClIcellent maneuverability. A gladiator will rarely. if ever.
multiply by 10,000). Usually circular. with a playing field from sixty 10 wear a full sui! of annor unless it's leather,
one hundred feel (18.3 to 30..5 m) in diameter. Amphitheaters are
equipped wilh elaborate staging areas underneath the seats. including Gladilltorial Equipmenl: Usually provided by the gladiator'S pro-
animal pens. cells for prisoners. dressing and practice rooms for gladi. moter or manager. or is issued by the arena. Varies according to the
ators. an annory. offices. and all the kitchens and plumbing needed to rules of a particular match. Personal equipment can include all types of
feed and water the crowd. anns, armor and odds and ends.
31-60 Arena. Seating for up to 18.000 (roll 106 and multiply by Employment for Gladiators
3.000). Grass or sand. from SO to 80 feet (IS.2 to 18.3 m) across. is
A k>I of gladialors tnlvel from place to place. making money any
available for the perfonners. 1be accommodalions under the slaJ1ds for lime they find an ueOl. strongman/warrior competition. or even partici-
animals. prisoners or gladil1Ol'S ue cramped and primitive (well·known pate in tnlvelling sideshows.. For atypical full day's worlt. which might
include herding dangerous animals. fighting in meloe combat, and gen-
or well-off gladialors will probably take rooms elsewhere). erally helping OUI. the gladiator could gel 10-30 gold. plus lunch and
dinner. A featured performer. either I gladialor who can put on his own
61-80 Bowl. More of a private theater than a true arena. bowls ue little act. or one who will participate in one-on-one combat. could gel
paid twice as much. "Ptizes.wgiven to the winner of a number of boulS
usually buill by the wealthy. or by a royal family. for their own amuse· in I lournament generally are at least SO gold. and could be sevetal
times more. Higher prizes will altracl a 101 more participants. which
ment. Sealing is IUllurious. with ample room for saving tables. ser- means the gladialor may have 10 fight severaL-opponents in a single day
or some truly deadly or monstrous opponenl(s). If the prize is really big.
vanlS. and cushions. nckelS. when they are made availaMe. are for the one can be assured the opponent(s) will be "really tough:' Famous
gladiaton who have won several big prizes, or who have defeated other
cnrnJXd front benches. or for a few rows of bleachers far from the ac- "big name" gladiators, can command high fees jusl for panicipating in
an arena event (typically S-IO times more lhan the average Joe).
tion. Typically up to 300 IUllury sealS. room for 2()().6()() servanlS. and
benches and bleachers for an additional SOO-2000 Spectalors. Away from the arena circuil. or when gladiator work isn't available,
81-90 Piazza. An area in a lown or city used as a public square. with many of lhese fighlers tum to working as mercenary waniors (pay var-
buildings on all four sides. Handles up to 2.400 speclators (roll 206 ies: see the Mercenary O.c.c. in the Palladium Fanlasy RPG). Some
times 200 to detennine size). Until they put on a show. the area is usu- of the less scrupulous may also engage in banditry. lhievery and other
ally the town's market square or a town meeting place for feslivals. pa-
rades and speeches. One of the buildings is typically some kind of dark deeds.
public hall. with two or three floors of elevated sealS. However. the best
A Comment on Skills
i>eats are usually in the other buildings. and the people who own them.
or live in them. can charge what they like. True wprofessional" gladiatOR are men of arms IrI.ined in uhibitions
of combat for entertainment. Unlike other men of arms. they are IrI.ined
91-00 Outdoor A~na or Heath. Set in the countryside. no more 10 prokxig an encounter by toying wilh an opponenl. dodging, parrying
and delivering small, superlkial wounds. EvenlUa1ly. this will lead 10
than a couple of miles from the edge of lhe nearest town. the "arena" is disabling. serious blows until the opponent yields. collapses or is slain.
placed in a natural bowl. or were hills form a good slope for sealing. Consequenlly. gladiatorial schools/tnlining creates a very specifIC Iype
Most people sit on the grass or bring their own chairs. Only a couple of of wanior skilled in weapons, comballOChniques and showmanship.
hundred pennanent seats and/or a few royal platforms are sel up for the 1be selection of skills reflects their Combal orienlation. Players may
wealthy and privileged to walch the entenainment. Most of the wort.: in· notice !hat while scale walls is available there is no bonus. Prowl is nOl
available because stealth is not a requirement in the arena. Likewise.
volved in constructing an outdoor arena involves landscaping the per- common combat skills such as W.P. BowslMissile Weapons are nOl vi-
formance area (can be grass. sand. &rIvet or packed dirt), so that the able in gladiatorial games. lhus they are nOI available O.C.C. skills.
Scholastic pursuils are generally limited to secondary skills. A gladi.
rain easily runs off and doesn'tacrect the show. Monster and slave pens ator's viewpoint is likely to be: the more weapon and combat skills. lhe
beuer.
and cages are typically built inlO wagons. and a few cages or pits may
also be part of an outdoor arena.
Gladiator O.C.C.
Gladiators are lrained fighten, 1bey learn warfare skills similar to
those: of soldiers, mercenaries and assassins. Yetlhey are also entenain·
ers. Fighting in the arena involves a lot more lhan jusl survival. accu-
racy or deadly speed. A gladiator has to fight with slyIe. Each sword
stroke must be on Iarget. but also dramatic. The gladiator has to be able
to kill on cue. and to make it look funny. tragic. or difficult according to
the script. Sometimes the gladiator mUSI act like an incompetent fool,
killing the opponent only by accident or dumb luck. Other times it must
13
Hand to Hand: Gladiator cloak, shin. pants or kilt. leggings, f()(l(wear. belt, etc. Also a bed-
roll. a backpack. a purse or shoulder bag. a water skin and a tinder
Level
J Starts wim IWO anICks per melee round. the abilil)' 10 di$Qrm an 0ppo- 00'.
Ann«: Starts with a half·suil of scale mail (A.R.II. S.D.C. 35).
nent on a roll of 19 or 20. and +2 10 roll with punchifaiVimpact. Weapons: All gladiators stan with a small shleld and a shor1 sword, as
2 ...3 10 pull punch. and + I to slrike and parry.
3 +2 to damage and thepa;r~d"",~apons skill. well as a set of caeslUS (weighlCd boxing gloves IhaI do +2 10 dam-
4 One additional auack per melee and +2 to save V$ horror faclor. age with punch). Each gladiators also has a choice of one of the fol-
5 +1 to strike. and disarm on a roll of 18-20.
6 +1 to pan)' and dodge; ~"taftgJ~ and bodyflip (106 damage). lowing: (I) a long sword and matched dagger. (2) spear and large
7 One additional allack per melee and +1 10 damage.. shield. or (3) trident wilh metal nel and helmet.
8 Stun on an unmodirted roll of 18. 19 or 20.
9 +2 to pull punch. +210 roll with impact/punch. MOMY: The.character 5WU with a savings of 12.5 gold.
10 One additional allack per melee.
II +I to parry. +2 to dodge. and +2 10 save V$ horror faciOI'. .
12 Death blow on a nalura! 18-20 (see Palladium RPG page 44 for de-
Entertainer O.C.C.s
5Cf'ilXion; musl call il before strike is rolled).
13 One additional altack per melee. By Kevin Siembteda & Erick Wujcik
14 +2 to pull punch and disann on I roll of 17·20.
15 Critical strike (triple damage) or knockout from behind. Acrobat Knife·Thrower (see Juggler)
Minstrel
Gladiator O.C.C. AClor PresI)digitalOf
Tumbler (see Acrobal)
Alianmenl$: Any. but usually unprincipled or anarchist (I good charac- Bud
ter is no!: likely 10 make a career as a professional gladiator by choice).
Juggler
Attribute Minimum Rftluiremenl5: I.Q. 6. P.S. 10. P.E. 9, P.P. II or
The Palladium world. like any society. has its minslrels, bards, jesl-
higher. The higher the P.S. and P.P.the better. ers. acrobats, jugglers. mimes, actors and trOubadours. Although each
character's stills. abilities and methods of enlenainmenl will vary. even
O.C.C. Skills:
ClimblScaJe Walls within the same Occupalional Chatacler Class (O.c.c.). they are all en-
Dance (+10%) lertainers.
Disguise (+10%) In the following pages we hope 10 provide players with enough free-
Imitate Voices &: Impersonation (+4%)
Languages: Native Tongue al98%. plus Iwoof choice (+I()II, each) dom 10 create jusl about any type of entertainer he or she might desire
Recognize Weapon Quality (+IS'll) to play. Mimes. minstrels. dramalic IIClors. poets and fTlOfe physical per-
sonalilies. such as the lumblers and acroba.u. are possible.
Sign Language (+10%)
SU'eClwise (+6%) Is an enlc:nainer character really a viable enlilY in an adventure
W.P. Sword game? Yes, we believe so. The fun and advantages of the physical en·
W.P.Spear lenainers will be quile obvious. while the more cerebral and ar1istic
W.P. Fofted Weaponsffridenl ones will require a certain amount of thougl}l and ingenuity 10 really
make them wOli:. Entenaincr O.C.c.s. especially Bards. AClors and
W.P. Net Prestidigitalors. add a bit of spice: a change from the more convenlional
fantasy chantclers. They are also a1ter-egos requiring a grealtr degree of
W.P. Shleld role-playing 10 be most effective. This will challenge some. and tum off
HarKt 10 Hand: Gladiator (Spedal)
Olhers. II's up to bolh Game Master and Ihe players 10 make their own
O.C.C. Related Skills: Selecl eight other sk.ills at level one. plus select
one additional still al levels three. five. seven. nine and eleven. All choices. JUSI give it your best shot and enjoy.
new stills swt allevel one prorlCtency.
Typical Entertainment Skills
Communicalions &: Performing Arts: Any (+5% each)
Domestic: Any Acrobalics (see Polladillm RPG.1nd edition. page 55)
Espionage: Any Card Shark (see Palladium RPG.1nd edition, page 56)
Horsemanship: General or Exotic only
Medkal: FlJ'St Aid only Clowning (New!)
Miliwy:Any Concealmenl (see Palladium RPG.1nd edition. page .59)
Physical: Any (Boxing is typical) Dance (see Palladium RPG.1nd edition, page 51)
Rogue: Any (+.5% each) Disguise (see Polladillm RPG.1rtd editiOfl, page 51)
Science: Math only.
Scholar & Technical: Any (+ 10% on language skills only). Escape Anisl (see Palladium RPG.1nd edition. page.51)
Weapon ProrJCiencies; Any (W.P. Archery is available only as a soc· Imitate Voices & Impersonalion (see Po/lodillm RPG.1nd edition.
ondary still)
Wilderness: Any page 51)
Se<:ondary Skills: Select four secondary skills from the previous list al Jesting (New!)
level one. and one IIdditional sk.ilI allevels two, four. six. eight, ten. Juggling (see Palladium RPG.1nd edition. page 56)
and twelve. 1besc arc: additional areas of knowledge that do not get Language (NOIe: while language is not exact.ly an ··entenainment'· skill,
the advantage of the bonus listed in the parentheses. All secondary
skills start at the base skill level. Also. skills are limited as pre- many kinds of travelling entenainers need 10 be able to speak 10 a
viously indicated in the list. range of differenl people. See Pollodium RPG, 1nd edition, page
Startinl Equipment: The character starts with two sets of street cloth- SO.)
ing. plus three sets of arena COSIUmes. Each set includes: cape or Lore knowledge (any. can be useful in weaving S1ories).
Mime (see PolladilUfl RPG.1rtd edition. page.50)
Palming (see Polladillm RPG.1nd edition, page 57)
Pick Locks (see Pollodium RPG.1nd edition. page 57)
Play Musica11nsttument (see Pollodium RPG, 1nd edition, page 50)
Public Speaking (see Palladium RPG.1nd edition. page SO)
t4
· --...,j Jeslers' Guild. With the exception of the clowns, the jesters have
\ the most closed and secretive of all the entenainment guilds. This may
Sing (see Palladium RPG. 2nd edi/ion. page 51) be'due 10 the number of jesters who are employed in the palaces of roy-
Tumbling (New!)
Ventriloquism (sec Palladium RPG. 2nd edition. page 597) alty, the nobility. and the very rich, and who are often able to pick up
W.P. TargelingIMissile Weapons and W.P. Throwing Weapons (Note: very sensitive, valuable infonnalion on the affairs of state and com-
merce. The jesters tolerate the presence of nonmember "street" jesters,
the character has learned to throw weapons as part of an act, usually but will insist that anyone who becomes a coun jester, or even becomes
well-known as a jester (to the point where meir name will draw a
as a knife thrower, see Palladium RPG, 2nd edition, pages 59-61.) crowd), will have to join. A ramer surprising number of talented, non-
Writing (see Puf/odium RPG. 2nd edition, page 51) guild-member jeslers have suffered the odd mutilation of having their
tongues tom from their bodies (rarely falal to the body, but it does put
Entertainment Guilds an end to a career as a jester).
Throughout the Western Empire. and in some of the larger cities of The Guild of Jugglers and Knife Throwers. Of all the guilds. this
Timiro. Phi and Lopan. there are special guilds for entenainers. These one is me least organized. and the most like a social club. There are sev·
guilds serve to control competition. 10 preserve the knowledge: of the eral guild halls. most in the Western Empire, but some can be found in
craft (many have speciallraining programs), and to act as a social sup- the main cities of the larger nations, all of whom are very welcoming to
new members. Impostors attempting to get into this guild have a ten-
port system for members who are disabled or retired. dency to be seriously hun. since hearing the word "catch!" is not to be
The Actors' Guild is more of a banking institution than a guild. Its taken lightly.
main pUllJOse seems to be distributing money in the fonn of grants and
loans, Since the putting on of plays is usually very unprofitable. wealthy Guild of Kleintro is by far the most feared and deadly of all the
actors (usually those who have found success in one of the great cities
of the Western Empire) are expected to contribute heavily. and to desig- various entenainment guilds. All clowns are members of the Guild of
nate the guild as the main beneficiary in their wills. That money is men
used to help suppon all the various travelling actors. This system has Kleintro. no ifs. ands or buts. "False" clowns. those wilhout guild
been used for centuries, and seems to be paying off, since the popularity authority, are hunted down and killed. usually by assassins. but royal
of the theater seems to steadily grow, even in the most remote regions agenls of the Western Empire. the Kingdom of Timiro. and the Eastern
of the world. The Actors' Guild also has apprentice and training pro- Territory have all been involved in the slaying of pretend clowns. Mem-
grams. a number of libraries (for the gathering and preservation of both bers of the Kleintro. even when they are not in clown garb, are usual1y
ancicnt plays, as well as new and original works), and a few small fac-
tories producing ponable props and other theatrical equipment. easily identified by their bizarre gloves. It's not just that the gloves are
large (they are!). but that they are always mismatched. so the number of
fingers on one hand never matches the digits on me other. and so it
looks as if they have from two to nine fingers on a hand. Some clowns,
panicularly those from the islands of Phi and Lapan. but from other
places as well, also tattOO the outline (in a weird "stitch" pattern) of
their oversized clown mouths on their faces.
The Guild of the Mime. The mime is a new fad on the Palladium
World. their silent perfonnances becoming popular in marketpl~es
only in the last ten years (although some ancient mystery plays. includ-
ing those performed by clowns, feature "silent" duets of pantomime). In
that shon time mere has been an explosion ot interest, and the develop-
ment of some common features of costume and make-up. Palladium
World mimes generally wear red. and a few patterns of dots or pol-
kadots, and paint their faces and hands (they clearly dress and paint
themselves in a way totally different from clowns).
The Minstrels' Guild. A very large, very innuential guild. with
guild houses in vinually every city and large town. including just about
every populated stapon. The largest guild houses are specially con-
structed buildings similar to hotels. while the rest are ordinary (albeit
large) houses run by retired minstrels. Dues collection is simple. since
minstrels who sleep in a guild house are expected to share half their
daily takings with the local guildmaster. The organization is mostly in-
terested in providing for elderly guild members. Since very few min·
strels can even read or write, mOSI music and song is passed along
orally.
Prestidigitators, Inc., and The Guild or Stage Magicians. These
two competing organizations (both staned in the Western Empire. but
the first was in the far southwest. and the other began along the nonhern
coastline) have a long-standing disagreement over policies and terrilo-
ries. The governing boards of the two organizations have been holding
high-level meetings for the lasl fifteen years, discussing ways of joining
the two organizations. Still. older members can vividly remember the
bloodshed that frequently pitted Prestidigitators against each other, and
which, for a time, threatened the entire business. Crowds became fearful
of attending Prestidigitators' perfonnances because most of the deaths
occurred publicly, on stage. Most were the resull of the substitution of
equipment and props: a Hopper for a rabbit. poison gas for nash pow-
der, a real sword for a fake one, etc. These days the members of the two
organizations enjoy an uneasy peace where they are polite to each other.
IS but always wary.
The United Guild or Acrobllts and Tumb'ers. International
(U.G.A.T.I. or "Upti.,. A collection of several dozen separale guild
houses. U.G.A.T.I. has grown into a powerful guiki lhal slrictly conuols
the appearance of '"professional" Acrobats and Tumblen. and mike
sure lhal a solid 20% of their earnings go inlo the guild 1TeaSWy. Any-
one I1\IY join. and the organizalion docs nothing 10 reslric1 the casual
perfonnlOCC of acts on Sll'eets and martetplaces. bullhose anempling 10
wori: in a !healer. 10 Irena. a circus. or in any OIher organized venue.
will be expected 10 pay an inilialion fee (12S goki). and then s~ all
lheir future earnings.
Muskal Instrumtnt Makers GuildJ. NOI slrictly entertainmenl'
guilds. these guilds oversee the craftsmen and shops who design and
build musical instruments. See lhe "Notes on MusicallnslrUments." un-
der lhe Minstrel O.C.C.. for more details.
Acrobat & Tumbler
Optional O.C.c.s and agililY. Often two. three or four lumblers will perform in unison,
making for an imptessive display of man's (well. not necessarily man.
Note: The acrobal and lumbler are lisled together because. excepl since the characler can come from any race) physical prowess.
for their O.C.C. skills and bonuses. they are basically identical (O.C.C.
Related Skills. Secondary Skills. Annor. etc.. are all the same). In use as an Idventwer. they Ire IOUgh strongmen able 10 dish out as
well as sustain SU'enuous physical punishment 1be tumbling skills pr0-
The Acrobal vide a handful of abilities llOique 10 the tumbler alone. Sec the new skill
of tumbling for details of specifIC abilities and bonuses.
Acrobats Ire entertainers who perform feats of suength. agilily and
daring above the ground on the lightrope. trapeze. high wire. and other Alignment: Any
lowering SIrUCIWU. Siunts performed on the ground and above ground Attribule Requil'f:ment5: P.P. 10. P.S. 13. or higher.
include handstands. rolls. somersaults. cartWheels. leaps and falls. The Acrobat O.C.C. Skills:
acrobat has no fear of heights. possesses superior balance and lightning
renexes. Acrobatics (+2.5%)
Rope Works (+1.5%)
The applications for this character in a more conventional adventure ClimblScale Walls (+10%)
game are fairly obvious. The acrobat's abilities can make him the per- Languages: Native Tongue aI98%. plus three of choice (+1.5%
fe<:t spy or cat-burglar. able 10 scale walls. climb rope. walk small
ledges. and so on. This characler can be the equal in speed and skill to ",h)
any thief or cut-nne assassin. Sec the acrobatics and relaled skills for
specifIC abilities. Sign Language (+.5%)
W.P. Grappling Hook
The Thmbler W.P.: Seicci one of choice
Hand 10 Hand: Basic
Like the acrobal. the tumbler performs fealS of strength. agility and
endurance. bul mostly on the ground. Blinding fasl combinations of
leaps. rolls, cartWheels. back flips and the like are perfonned with grace
16
For acrobats. hand 10 hand: basic can be changed 10 hand to hand: Hard Leather (half suit): g A.R.. 28 S.D.C.. with a weighl of8 pounds
expen at the cost of one "ocher" skill, or 10 hand to hand: manial f (3.6 kg). Cost: 110 gold from Ihe guild. 165 gold 10 buy and modify
ans at the cost of two "ocher" skills. • full suit. or 200 gold if custom made.
Tumbler o.c.e. Skills: Studded Luther (hair suit): 9 A.R.. 30 S.D.C.. wilh a weighl of 12
pounds (5.4 kg). Cost: 160 gold from Ihe guild. 215 gold to buy and
Tumbling (+25%) modify. full suit. or 300 gold if cuslom made.
RUMing
Body Building &: Weight Lifling Note: All dwaclers start with one half suil of sludded leather 11-
Dance (+ I 5%: professional quality)
SlItttwise (+4%) mor. Also nOIe that the charac1er can wear any type of conventional ar-
Languages: Native Tongue II 98%. plus lhrec of choice (+10'l>
each). mor for the purposes of advenluring or combat. bul il impairs
Sign Language (+5%) movemenl as usual, plus Ihe penalties above for feats of acrobatics.
W.P.: 5c'lecllwO of choice. gymnastics and tumbling.
Hand to Hand: Expen
We.pofIs: Tumblers and acrobats can use JUS! aboul any weapons. sub-
For lumblen. hanc!IO hand: expen can be changed to hand 10 hand:
assassin (if evil). or hand 10 hand: manial arts althe COSI of one ject to the usual W.P. restrictions. Each characler starts out with •
grappling hook with 30 fcct (9 m) of rope. and a simple short sword
"other" skill. (choice of shan sword. scimitar or cullass) and a pair of daggers.
Acrobat &: Tumbler D.C.C. Rdated Skills: 5c'1ect seven other skills Startinc Equipment: 1be chancter starts with one full set of street
dooling. complele with cape. jacket. shirt. leggings. bell and boots.
al k:vd one. plus select two additional skills al levels three. five. Each ctwacler will have IWO performing costumes. one brightly col·
seven. nine and cleven. All new skills swt al level one profKiency. ored and lhe OIher of white or light grey (for nighl performances).
Entenainment Skills: Any (+ 10'1> each) <::khcr equipmenl includes a sel of well-fitting leather lloves (for
Commun'cations &: Performing Arts: Any (+5%) handstands and rope climbing). 200 feet (61 m) of rope.' backpack.
Domest'c: Any slceping roll. and purse or shoulder bag.
Espionage: None Money: Starts wilh 220 gold. Many cnlcna1ncrs tend to be men inter-
HorKmanship: Gencnl or Exocic only. ested in fame and glory ralher !han fortune. Thus. while lhey can
Med'cal: Rrst Aid only.
Miliwy: Henldry only. make a JOod to ellcellent living. and amass:l nice nest-cgg. few ever
Physical: Any (+ 10'1> when applicable)
Rogue: Any (+5% each) become uuly weallhy and many spend their money on ellpensive
Science: None
Scholar & Technical: Any (+5%) cloches. COSIUmes. jewelf)'. and good times.
Weapon ProflCienc:ies: Any
Wilderness: Any •
Acrobat &: Tumbler Secondary Skills: Selecl five secondary skills Actor O.C.C.
from lhe previous list at level one. and one addilional skill at levels
IWO. four. sill. eighl. ten. and twdve. 1bese are additional areas of •
knowledge that do not gel the advantage of lhe bonus lisled in the
parentheses. All secondary skills stan at lhe base skill level. Also. In the Palladium World. an aclor is a very highly trained profes-
skills arc Iimiled as previously indicated in the list. sional, with the versatililY and skill needed to put on an entire theatriCal
produclion. They have to be able to perfoon dozens of different roles.
Armor: Acrobats and tumblers call wear any type of armor, but the use as well as understanding all the basic elements of stagecraft. including
of any chain or heavy metal types severely impairs movement and casting. directing. promoting. make-up. elc. Unlike modern day actors.
cannot be worn while performing mOSI acrobatic. tumbling or gym- who are specialisls simply in the an of performance. the actor in the
nastic feats: -35% penalty on physical skills and -50% to balance Palladium World cannot rely on the talenlS of directors. stage managers.
and speed of the act being perfonncd. Heavy armors. including any prop specialists. costume designers and lighting technicians. No. the
chain mail and full melal annor (with leg plating. knee guards. etc.). Palladium actor has to be able to do all that. and much. much. more.
impairs movement both because of weight and because the armor re-
stnets the nexibilily of movement. A metal suit of half armor re- Most actors travel individually or in small troupes. By necessilY.
duces skills performance by -25% and balance and performance they perform all the funClions of an enlire thealer company on their
speed by -30%. Likewise, heavy armor reduces the distance one can own. 1lICy make their own signs. props. and, often as not. their own
leap by 20'1> in half suits and SO% in full armor.
Most tumblers and acrobats will wear no armor or even restric- Slllges. Not only do they play mOSI of the pans. they oflen create their
live clothes when performing. Some may modify a regular (full) suit
of soft armor. or have a suil custom made. Such suilS can be wom own plays. Many performances arc customized for each specific region
for performances or for adventuring (optimum maneuverability with and audience. For example. a play given for the benefit of nobility is
some low level of proIection). Each of the following half suilS likely to be more sophisticated and classy. while a play for peasant vil-
comes with a padded. high-necked. shon-sk:cved shirt. a thick vesl
and ann bnlces/bands as the main armor material. Custom made lagers (or nonhumans) is likely to be more exaggeraled. bawdy and sim-
suilS offer + 1 10 Ihe A.R. plislic. Having to work wilh enlhusiastic. bUI unskilled. locals. aclors
usually have to modify any ellisling scriptS 10 compensale for specific
Padded or Quill (half suit): 5 A.R.. 12 S.D.C•• with a weight of 3 talenlS. or lack thereof. Many are also well versed in a variely of lor~
pounds (1.4 kg). Cost: 40 gold from Ihe guild. 55 gold 10 buy and and arc good S1ory·lellers.
modify:l full suil. or 70 gold if CUSlom made.
Actors lravel a great deal and arc often invited by the gentry (from
Soft Lull1ft' (hair suit): 6 A.R.. 18 S.D.C.. with :I weighl of 5 pounds merchanlS and scholan to nobility). who like to associate with these It-
(2.3 kg). Cost: 60 gold from the guild. 85 gold 10 buy and modify :I tractive. talented. and "amusing" men and women. This means that ac-
full suit. or 130 gold if CUSlom made. tors often hear a great many rumors and news. and may even gel
involved with lhe intrigues and goings-on of court. politics or the
wealthy. This can also lead to trouble if Ihe character is IlOl discreel on
many levels. 1bey II'e f~ucnl1y regarded as spies. whores and low-life
when ltooble arises.
Actor O.C.C.
Alignments: Any
Attribute Minimum Requirements: I.Q. 10. M.A. 12. or higher.
17
O.C.C. Related Skills: Select three other skills at level one. plus select
'one additional skill at levels two. four, six, eight. ten and twelve. All
new skills stan at level one proficiency. Note: Most "other" related
and secondary skills tend to reflect the character's profession.
Communications & Perfonning Ans: Any (+10%)
Domestic: Any (+10%)
Espionage: Only escape anist and intelligence, other than a.c.c.
skills.
Horsemanship: General or Exotic only.
Medical: First Aid only.
Military: Heraldry, Weapon Quality and Surveillance only.
Physical: Any, except acrobatics.and wresl1ing.
Rogue: Any (+2%)
Science: Math and Anthropology only.
Scholar & Technical: Any (+10% on all Lore and Language skills)
Weapon Proficiencies: Any; except siege.
Wilderness: Any
Secondary Skills: Select four secondary skills from the previous list at
level one, and one additional skill at levels three, five. seven. nine
and eleven. These are additional areas of knowledge that do not get
the advantage of the bonus listed in the parentheses. All secondary
skills stan at the base skill level. Also. skills are limited as pre·
viously indicated in the list.
D.C.C. Skills for the Ac:tOf": Starting Equipment: The character stans out with a small. twO-
Public: Speaking (+25%) wheeled can, and one horse trained for both riding and pulling,
Imitate Voices & Impersonation (+15%) wonh 800 gold. Stowed in the can are a dozen costumes, stage
DisguiseIMake-Up (+ 10%) weapons and armor, one cloth backdrop (on one side it's an outdoor
Dance (+15%; professional quality) meadow. on the other side it is the interior of a castle), a variety of
Mime brightly colored cloth banners (36. in various colors), treated torches
Horsemanship: General (32), and eight metallantem/torch holders (when assembled. each is
Basic Math (+ 10%) 8 feetn.4 m tall). Tools include a decent wood saw. a hammer. nails
Language: Native tongue at 98% plus two of choice (+15%). (100 large. 50 small), a plane, an awl, a pair of pliers, and a crowbar.
Literacy: One language of choice (+ 10%) Among the actor's personal gear are four duplicate books of popular
Sign Language (+10%) plays. an assonment of hand-scribed plays (dramas, comedies, shon
Writing (+10%: mostly prose. but can also put together lines of po_ vignenes, and some operas), plus sufficient paper. pen and ink.
etry). Clothing includes several outfits. including an ordinary set of
Carpentry (+5%) street clothes (well-to-do peasant style), the outfit of a mercenary
Stage Carpentry. Lighting and Assembly (+10%) soldier. a noble, and a couple of unifonns. The character'S make-up
Sew (+5%; the character knows how to create stage costumes out kit is well·stocked. and able to put together anything from a troll
of just about any kind of material. While the character can make face (complete with beard, wig. fake nose and false fangs), to the e,.;·
clothing and costumes that look good. they will not stand up to any aggerated make-up of a fairy-tale princess. The character also has a
kind of serious wear or stress, such as fighting or adventuring. Also full sel of cooking gear, a couple of travelling bags, a .sewing kit, a
includes the ability to alter ready-made costumes to fit a variety of couple of water skins, an oil lantern, and a tinder box.
different perfonners - "Oh no! Litlle Inclina is sick! Hand me that
bridal gown so I can change it to fit Olaf... Yes. I know it's not Armor: Unlike any of the other entenainers. the actor is frequently
nearly big enough. just tell him not to tum his back to the audience called upon to use annor. NO! just in combat, but in all kinds of dif-
ficult stage feats and tricks. While actors prefer not to use helmets.
W.P. Sword (In learning to be an actor. the character must also they are perfectly comfonable in even the heaviest suits. Stans out
learn the an of sword fighting on stage. This is not an easy thing to with a full suit of chain mail (14 A.R" 44 S.D.C.).
do. and the character must actually be just as skilled as any "real"
swordsman, so as to avoid injuring the other actors.) Weapons: The character starts out with a good quality long sword
(kobold or dwarven, wonh 150 gold, 2D6+1 to damage). a quaner-
Hand to Hand: Basic (actors have to learn to put on a good show staff, and a dagger.
in their make-believe fights. and many of them have actually leamed
fighting skills. Note: Hand to hand: basic can be changed to hand to Money: In addition to 200 gold in cash, the character may also have a
hand: e,.;pen for the cost of one "other" skill. or manial ans for two "letter of credit:' redeemable at banks or merchant houses. for an·
other skills or assassin, or even Gladiator combat for the cost of other 600 gold. Many entenainers tend to be more interested in fame
three other skills. and glory than fonune. Thus, while they can make a good to e,.;cel-
lent living, and amass a nice nest-egg, few ever become truly
wealthy and many spend their money on expensive clothes. cos-
tumes. jewelry, and good times.
18
Bard O.C.c. Surveillance only; no bonuses for the latter three.
Physical: Any (+5% when applicable). eltcept acrobatics.
The most popular entenainers of the Palladium World are me WaIl- Rogue: Any (+5%)
dering bards who are both mASter slory.tellers and lfavelling journalists.
Not only do lhey spin fancifulla1es. sing. play musical inslnlmenlS. and Science: Math only.
recite from poeuy and prose. but they are also clIpcclCd (0 carry the lat- Scholar & Technical: Any (+IO% each)
es~ w.orid oc:ws. the scoop on any happenings willi regional nobles. Weapon ProrJCiencies: Any
shlpptng and merchant repons. as well as juicy gossip. All of this Wilderness: Any (+5% on Land Navigation only).
should be packaged so as (0 be entenaining and amusing, and never. Secondary Skills: Select four secondary skills from the previous list at
ever boring! The bard is also (usually) an expert in fanciful lore. Ie!-
ends and rousing tales of adventure. level one. and two additMxW skills al levels four. seven. and te:n.
1bese are additional areas of knowledge that do not get the advan· •
Bards make most of their coin in public petfonnances, in response 10
rtqueslS at IMS. on street comers. or anywhere where people gather. tage of the bonus listed in the parentheses. All secondary skills start
However, the big money comes from composing original work. Bards
know thai odes 10 a noble's military viclory, or to the beauty of a rich al the base skill level. Also. skills are limited lIS previously indicated
~rchanl"S lover, are vcry lucralive. Also, the way for a bard to gain a
WIde reputation is by coming up with sorncthing thai will catch on with in the list.
the public, and with other bards.
Starting Equipment: 1llc Bard slaItS out with one musical instrument
Stringed instruments. such as harps. lutes, and mandolins, are the
bard's main musical tools, as they allow for singing or speaking to lhe (see details under Minstrel O.C.C.. but note thaI this inSlrumenl is of
accompanimenl of music. secondary quality). along with a suitable travelling case. Also stans
with two sets of clothing. OrK: casual and OrK: fancy. a large hat.
Like actors. the bard's lI'avels and lalents bring him (or her) into
conlact with peasants and the wealthy and powerful alike. 1llc bard too. cloak or cape. jacket. leggings. belt and shoes or !>oo(s. The chal'l\C-
must elte.~ise cunning and discretion. Bards who chose a side in politi. ler will be. equipped with al least Iwo books. one of legends and the
calor mlhwy connkts and sing songs or tell tales that besmirch the
other of traditional ballads. along with a blank bookJdiary and a sup-
~ or integrity of Me side. or a panicular person(s) or institution. are ply of writing implemenls (paper. pen & ink). Also a lanlern. a bed-
likely 10 be branded lIS an enemy or be accused of being a spy. rabble
roll. a backpack. a purse or shoulder bag. tinder bolt and a waler
rouser. assassin or brigand. This has eamod many a bard the designation
of htto or :'peasant palladin.- lIS wcllllS the enmity of those in power. skin.
Even unallied and politically correct bards often travel alone or in a
small group. and strike up a temporary association with caravans. trav. Armor: Most bards travel light and seldom wear anything heavier
e~rs. mercenaries. adventurers and rKMable individuals. This lI'aveling than double mail. and then only when he knows he's going inlo battle.
1be character stans off with a full suit of Studded Leather (13 A.R.• 38
minstrel and storyteller is usually well versed in the ans of combat. S.D.C.) while travelling. and somelimes when entenaining. 1llcy love
lighl magk armor!
The Bard O.C.C.
Weapons: Bards are not generally considered men of anns. but that
Alignments: Any. although it is typically good and aberranl characters does not mean they are helpless. Many of these entenainc:rs are expcns
who lake up a panicular cause.
with a panicular weapon(s). ready for the dangerous world they live in.
Altribute Minimum Requirements: I.Q. 9. M.A. 12 or higher. 1llc character stans off with two ordinary weapons of cho~. suitable
D.C.C. Skills:
to his weapon proficiencies. and a dagger or hand ax.
Cook (+15%)
Sing (+20%; professional quality) Money: Start.'l with 160 gold.
Public Speaking (+10%)
Play Musicallnstrumenl (+10%; professional quality)
Sign Language (+10%)
Language: Native tongue al98% plus two of choice (+20%).
Lileracy in one language of choice (+ 10%)
Writing (+ 10%. includes boIh prose and poeu)')
History (+10%)
1...orC': Demons & Monsters (+15%)
1...orC': One of choice (+ 10%)
Land Navigalion(+IO%)
W.P.: SclccllwO of choice
Hand 10 Hand: BlISic
Hand to hand: bask can be changed 10 Cltpcn fOf the C051 of one
"other" skill. or to manial ans for the COSI of IWO -ocher"" skills (lIS-
sassin or gladiator are not available).
D.C.C. Related Skills: Sckct siJl other skills al level one. plus select
two additional skills at Ievc:ls three. silt. nine and twelve. All new
skills stan allevel one proficiency.
Communications & Perfonning Ans: Any (+ 10% each)
Domeslic: Any (+10%)
Espionage: Any
Horsemanship: General or Eltolic only (+5%)
Medical: First Aid only (+5%)
Mililary: Heraldry (+10%). Falconry. Recog. Weapon Quality and
19
MinstreIO.C.C.
Where a bard uses music as a way of communicating with words, lhe music is wonderful, part of the reason why relatiyely few minstrels
minstrels are clldusively musicians. Their skill with ffiLlsical instru- choose the harp is that they are nmoriously finicky instruments, going
ments, as well as in singing or dancing, is unsurpassed in the Palladium out of tune in damp weather, hot weather. cold weather. because
World. Where bards arc expected to create original work, or al least to they've been played too oflen, or nOl played enough. With just four (4)
carry the news of important events, minstrels are simply cltpe<:tcd to S.D.C., they are also very delicate. Primary Instrumenl's Value: 2,000
produce beautiful music. gold. Secondary: 500 gold. Replacement Value: really depends on qual-
ity. a workable harp will COSI no less than 300 gold. bUl the work of a
Some minstrels do compose, but their emphasis is on the music. nOI master could be 10,000 gold or more (by the way. the bener the harp,
the words. Like a bard, they may make money off original composi- the harder it is to keep it in tune, so some minslrels prefer the cheap
tions, but they tend nOI 10 write about specific people. places or events. models). Skill Penalty (special): This finicky instrument has a -15%
skill modifier to 01/ professions regardless of possible O.C.C. bonuses.
Aside from supplying entertainment, minstrels are often able to pick up Selecting lhe skill twice removes this penalty.
extra work as leachers, instructing the children of the rich with music
lessons of various kinds. lute: The Palladium World's equivalent of a guitar. but with a
longer neck, and a smaller, pear-shaped body. Of alllhe guitar.like in-
Notes on Muskal Inslruments in the Palladium World: Mosl struments, the lule has the best sound, but it's also sensiliye to weather
minstrels pick a stringed instrument as their primary instrument, since it and humidity. often needing new strings, or repairs 10 the wood; II
allows them to play and sing at the same lime. Wind instruments are S.D.C. Primary Instrument's Value: 750 gold. Secondary: 250 gold. Re-
usually carried as back-up (mostly because they don'l need the kind of placement Value: from 75 to 1.000 gold.
high maintenance that goes inlO keeping the harps and mandolins in
tune). Drums are usually used only when the minstrel is pan of a larger Mandolin: Similar to the lUle, bUl with an even smaller body. so il
musical group, although it is traditional to play drum rolls at various looks longer and narrower. While it doesn'l have the range of the lUle,
ceremonial events, including executions. The two "pump" instruments. it's better able to cope with the hardships of trayelling: 15 S.D.C. Pri-
the D....arf Pipes and the Squeeu Box. are newcomers to the Palladium mary Instrument's Value: 900 gold. $e{:ondary: 300 gold. Replacement
World scene, and arc still outlawed in many areas while the various Value: from 150 to 3,000 gold.
guilds argue about who should control their production (in mOSl places,
stringed instrument makers, wind instrument makers. and percussion in· Leika: The most inexpensive of the stringed instruments, with the
strument makers are all in separate guilds). For each instrumenl, three most limited range of sound. On the other hand. the leika has metal
prices are given; lhe yalue of the character's starting primary instru· strings, only needs 10 be tuned right before a performance, and can
ment, the value of secondary instruments, and the cost of replacement stand up to a bit of punishment: 22 S.D.C. Instrumenl's Value: 400
(which varies according to quality). gold. Secondary: 150 gold. Replacement Value: from 75 to 800 gold.
Harp: The most prestigious instrument is the harp. Its players gel a Byzantium Flute: Like a modem flute, this instrument is held
lot of respect from everyone, especially from other musicians. Although straight out to the side, with both hands fingering on that side of the
20
head. Olher than the reed. which needs frequent replacement, this is a Minstrel O.C.C.
durable instillment: 22 S.D,C, Primary InsllUment's Value: 2.000 gold.
Secondary: 750 gold. Replacemenl Value: From 800 to 50.000 gold (the Alignments: Any
most eltpensive are silver or gold). Attribute Minimum Requirements: P.P. 10. or higher.
O,C.C. Skill!:
Rtdbay flute: Similar to a conlemporary Recorder, Redbay Autes
Play Primary MusicallnSllUment (+30%; professional quality)
can be made of bamboo (8 S.D.C,). wood (14 S.D.C.), clay (II S.D.C.). Play Secondary MusicallnsllUments (+ 10% each). select two; pr0-
or even ~lal (20 S.D.C.). 1bey require no reed. so they are pretty fessional quality.
muc~ malntenance,free. A great travelling insllUment. Primary Instru· Sing (+25%: professional quality)
menl s Value: 300 gold, Secondary: 35 gold. Replacemenl Value: From Dance (+10%; professional qualily)
10 10 2.000 gokl. NOIe: Minsuels with a skill in the Redbay Aute. and languages: Native longue at 98% and two of choice (+15%)
with the Sculpting &:: Whittling skill, can attempt 10 make their ow~ Hand to Hand: Basic (no upgrades!)
O.C.C. Related Skill!: Select len ()Iher skills al level one. plus select
nutes (good to very good qualily). IWO additional skills al levels two. four. silt, eight. ten and Iwelve.
All new s.ltills SIan at level one proficiency.
Bugles, TnlmpdS and Horns: 1bere are a wide variety of wind in-
Stl1lJnefllS in this category. All are made of metal. usually tnss. steel or Communications &. Periorming Ans: Any (+15% each)
an alloy of silve1. and all have some kind of piston-like keys used to Domc:slic: Any (+5%)
modulate: the music. MOSI.1y used in orchestru or by military organiza- EspKlnage: None
tions; average S,D.C. of IS. Primary Instnuncnt'5 Value: 1.200 gokl, Horsemanship: General or EJtOlic only.
Secondary: 400 gold. Replaccment Value: From 2SO to 10.000 gold. Medical: Arst Aid only.
Military: Heraldry only.
Panpipes: Small and compact. only the most recent models are Physical: Any. eltcept bolting and acrobalics.
made of metal (12 S.D.C.). TradilKJnally. minstrels were great befteven Rogue; Any
in wood or reed panpipes (6 S.D.C.). Primary InslrUmenl's Value: 200 Science: Math only.
gold. Secondary: 60 gokl. Replacement Value: From 60 10 450 gold. Scholar &. Technical: Any (+ 10%)
Noce: MinstRls with a 51till in the Panpipes. and with the Sculpting &. Weapon ProflCiencies: Any, eltcept siege.
Whinling skill. can alttmpl to make their own; Sood to very good qual- Wilderness: Any (+5% to carpenlry only)
ity. S«ondary Skill!: Select silt secondary skills from the previous lisl at
level one. and one additional skill at levels three, seven and eleven.
Dragon Drvm: A large drum, made of wood and metal. that gives These are additional areas of knowledge that do nOi gel the advan-
off a deep boominS sound. Drason Drums are usually half the heiSht of tage of the bonus listed in the parentheses. All secondary skills stan
the musician and quite heavy. Comes with a pair of weighted batons for at the base skill level. Also. skills are limited as previously indicaled
strikinS. Drason drums are buill to take a fair amount of pounding, so in the list.
they have an A.R. of 9 and an S.D.C. of 50. Primary InsllUment's Starting Equipment: The characler's most valued possession is his
Value: 300 sold. Secondary: 100 gold. Replacemenl Value: From 100 primary musical ins(lllment(s); starts with one primary ilem of very
to 8.000 sold. high quality. In addition, lhe characler Slans out with (wo elttra mu-
sical insllllments of any type (valued as a "~ondary" inSllUmenl).
Dremon Drums: A set of three: drums and two metal striking plates. Other gear includes two sets of c101hing. one casual and one fancy.
usually worn on a bell around the waist and played with fingers and Each includes a large hal. cloak or cape. jackel. vesl. shin. pants.
palms. A skilled Demon Drum player dances and plays furiously. often leggings. bell and shoes or boots. Also a lanlern, a bedroll, a back-
while wearing elaborate "demon" costumes and makeup; 25 S.D.C. Pri- pack. shoulder bag, tinder bolt. wine skin (and wine) and a waler
mary Insllllmenl's Value: 1.750 gold. Secondary: 600 gold. Replace. skin.
~ent Value: From 600 10 7.500 gold. Skill Penally (special): This tricky Armor: The minSlrel has no training in the use of annor, so it's best 10
InSllllmenl has a ·10% skill modifier to aff professions regardless of stick to the light stuff. Using anything heavier than chain reduces the
characler's speed by half. and gives a -2 penally 10 strike. dodge and
possible O.c.c. bonuses. unless the player is of the MinSlrel O.c.c.! parT)'. Slill. travel can be dangerous. so Ihe character stans out with a
full suit of quilt (8 A.R.• 15 S.D.C.).
Faerie Bells: More of a costume than a musical instillment lhe Fa- Weapons: MinSllels. while nOI trained as warriors. should carT)' some
erie Bells are sewn into special anns and leggings. and "played" while son of weapon and learn to defend themselves againsl bandilS (and.
when they are starting OUl, unhappy tavern customen). The charac-
dancing. Primary InsllUment's Value: 500 gold. Secondary: 150 gold. ter slam out with a basic shon sword or a walking staff (204 dam·
Re~lacemenl Value: from 100 to 1.000 gold. Skill Penalty (special): age) and a dagger (it's up to the player character to decide whether
TIllS strange and lricky inslrumenl has a -8% skill modifier to all pro- or not to get the appropriate W.P.).
fessions regardless of possible O.c.c. bonuses. unless the player is of Money: 1be character starts with
the Minstrel O.c.c. or has a P.P. of 15 or higher! a savings of 260 gold.
Dwarf Pipell (Bagpipell): An ancient insllUmenl. said 10 date: back
to before the Elf·Dwarf War. they were once associated eltclusively
with dwarves. and with a limited number of dirges and solemn proces.
sional pieces. Howeve1. in the last hundred years. differenl musicians
(dwarves and OIhers) have been eltperimenting with the pipes, making
them smaller. and giving them a wider range of sounds; 10 S.D.C. Pri-
mary InSllUment's Value: 1.000+ gold. Secondary: 600 gold. Replace:
ment Value: From 600 10 2.000 gold. Skill Penally (special): This new
and finicky insllUment has a -15% 51till modifier to aJ( professions re-
gardless of possible O.C.C. bonu5CS. unless the player is a dwarf. Se-
lecting the skilliwice removes this penalty.
Squt'tu-Box (A«orelton): Played by pumping a square-shaped or
lube.shaped bellows. and squeezing the keys on the outer handles. A
relatiVely new instrument on the Palladium World. bul one that is calch-
ing on with a new generalion of minstrels and musicians; 12 S,D.C. Pri-
mary Instrument's Value; 2.soo gold. Sccoodary: 1.100 gokl.
Replacement Value: from 1,100 to 3.000 gold.
2t
Prestidigitator O.C.C.
Stage Magician
1be prestidigitator is a master in the art of sleighl of hal/d. Like our
modem day stage magician. the Prestidigitator of the Palladium World
perfonns deceptive tricks or illusions which depend on the dexterity of
the hands and the nimbleness of the fingers. This also includes the abil-
ity to distract, conceal, and manipulate objects. as well as confuse the ,
viewer's eye so that it looks as if small objects disappear with the wave
of hand. and reappear in the pocket or ear of one of his spectators. Some
entertainers will also treal the audience to acts of skill and apparent
magic. such as slipping out of knotted ropes or manacles. and beguile
the eye with a vast assonmenl of tricks. like the old shell game (which
one of the three shells covers the ball or coin7), three card monte, or
pull a dove out of his sleeve or a rabbit out of his hat.
Some prestidigitators bill themselves as escape anists. and perform
dangerous stunts. For example. having themselves chained, locked in a
metal box, and thrown underwater, while still others will woo the audi-
ence with lricks of sleight of hand (palming, concealmentj or the ma-
nipulations of a card shark (card tricks). Then there are those stage
magicians who prefer to combine a bit of everything. The character's
specialty depends entirely on the player's preference. Note: This char-
acter will never learn real spell. circle or summoning magic (most are il-
literate). but many enjoy using magic items, weapons and potions in
their acts.
Prestidigitator/Stage MagicianlTrickster
Alignments: Any. although it is rare to find a principled or scrupulous
character hanging around with the usual street lowlife.
Attribute Minimum Requirements: I.Q. 8, P.P. 11, or higher.
O.C.C. Bonuses: + I on initiative and + 1 to save 'IS illusion. The char-
acter also has the skill !O recognize "real" magic and enchantment at
a base skill of 22% +4% per level of experience.
O.C.C. Sp«ial, One.Time, Skill Bonus: The character can select one
skill (and only one) from any of his skills as his special area of spe·
cialty. and apply an additional +30% bonus to it. This is in addition
to other a.c.c. or skill bonuses. Ideally. this super bonus should re-
flect the character's profession, so rogue skills, escape artist. and
pUblic speaking are the most likely to benefit.
O.C.C. Skills:
Palming (+20%)
Concealment (+15%)
Card Shark (+10%)
Escape Anist (+15%)
Piek Locks (+10%)
Public Speaking (+10%)
Streetwise (+10%)
Languages; Native Tongue at 98%. plus three of choice (+10%
each)
Imitate Voices & Impersonation (+5%)
W.P.; Select two of choice.
Hand to Hand: None to stan. The selection of hand to hand: basic
counts as one "other" skill, or hand to hand: expert as two (manial
arts, gladiator. or assassin are not available).
O.C.C. Related Skills: Select eight other skills at level one, plus select
two additional skills at levels two. four. six, eight. ten and twelve.
All new skills stan at level one proficiency.
Communications & Performing Arts: Any (+10% each)
Domestic: Any (+10%)
Espionage: Any (+5%), except sniper.
Horsemanship: General or Exotic only.
Medical: Any
Military: None
Physical: Any, except acrobatics. gymnastics or wrestling.
22
Rogue: Any (+10%) Armor: While the prestidigitalor can choose 10 wear any type of annor,
Science: Any , they almost never will. Since they don't have lhe proper training (as
Scholar & Technical: Any (+S%) a Men of Anns O.c.c.), annor hampers and impairs movement. If
Weapon Proficiencies: Any. except siege. any heavy annor is worn. lhe character suffers a half speed reduc-
Wilderness: Any tion. and will be al -2S% on mOSl physical skills. plus -2 to strike,
Secondary Skills: Select four secondary skills from the previous list at parry and dodge. Regular chain mail and lealher annor is a lillIe less
level one. and one additional skill at levels three, five. seven. nine restrictive. only reducing physical skills by -10%, and wilh no pen-
and eleven. These are additional areas of knowledge thaI do not get alty to strike. parry. or dodge. The characler starts Oul wilh no annor
the advantage of lhe bonus listed in lhe parenlheses. All secondary at all. May wear leather lypeS while travelling.
skills start al the base skill level. Also. skills are limited as pre-
viously indicated in the list. Weapons: Prestidigitators arc nOl men of anns. but are often skilled in
Starling Equipment: The character stans with one suit of plain street' quite a few weapon proficiencies. Charaeler Slans OUI with just a
clothes. including hat. scarf. shin. jacket. cloak. panls (or kilt and dagger (1D6 damage. used as a combinalion eating utensil, 1001 and
leggings). leather boots. and bell, plus tWO "perfonnance" OUlfits.
one plain and one fancy (very bright patterns and colors. to attract a personal defense weapon) and a wood walking stick or slaff.
crowd). each equipped wilh a variety of concealed pouches and se-
crel pockets. Tools of the trade include a set of large coins (10). eggs Money: The character slans with a savings of 180 gold.
filled Wilh smokelnash powder (8) and brightly colored SCarvC3 (6).
Olher standard ilems include three sets of normal playing cards. one Juggler/Knife- Thrower O.c.c.
marked deck of cards. shells and peas for the shell game (2 set's), and
a set of lock picking tools. and some kind of signalling device (a Combining extreme manual dexterily Wilh the physical skills of alh·
bell. a conch shel1. etc.). The character also has a backpack. a bed- letes like acrobals and tumblers, the juggler is a popular perfonner just
roll, a purse or shoulder bag, ID4 small sacks. one large sack, tinder about anywhere in lhe Palladium World. Unlike some enlenainers, lhe
box, and a water skin. juggler does best in smaIl towns. or marketplaces filled wilh ordinary
peasanls and merchants.
Special Slarting Prop: Players can choose one, bul only one. of the
following items. The choice should be linked to the character's spe- The job involves tossing a number of objects up inlo lhe air. and
cialties. Bear in mind that replacement could be very difficult espe· keeping them aloft. gradually adding and subtracting from lhe tOlal
cially if one is looking for properly trained animals. number. Practice lypically involves using balls. pins. dull knives. lit
l. Magician's Rabbits. Characters who specialize in stage magic. torches. elC.. while in public lhe successful juggler will add in whatever
even if only practiced in oUldoor marketplaces. always find extra items are common and easy to handle or dangerous looking. like knives,
crowds (and extra money) are allracted by the use of an animal or shon swords and naming objects. Using a batch of local ilems bor-
two (it also helps bring in the kiddies). In the case of rabbits, lhe rowed from lhe crowd nOl only reassures the audience ("Those aren't
charaCler has two weU-behaved white rabbits who are trained to re- some kind of magic gimmicks!), but can also provide a bit of extra food
lax while in confined places, and to tolerale the abuse of being (one of the oldesl juggling lricks is 10 take biles out of objects like ap-
pulled up by the ears. petted by Slrangers. elC. Also includes a travel- ples and pears while they are being juggled).
ling cage, a special hat. a folding table with a concealed rabbit hutch.
and a rabbil skin (for the old tum a skin into a living rabbit trick). While all jugglers are experts al throwing things (not just knives).
Replacement cost: ISO gold. some set themselves up as specialized "Knife-Throwers:' developing
2. Magician's Pigeons. Six white pigeons have been lrained 10 enlire acts and routines around expert and trick throwing. Characters
wad; in the act, staying quiet when lucked up a sleeve. or hidden in who wanl 10 specialize in knife throwing are advised 10 select an addi-
small bags or boxes, The pigeons always return to lheir owner, even lional W.P. in other kinds of thrown weapons (axes. spears. etc.). Of
when set "free:' Also includes a large travelling cage. and sets of course the various skills can be mixed and combined 10 create a charac-
special scarves (they al1 look alike, but half are sheer and thin, and ler wilh many talenls; some are also escape anists or tumblers.
the others have pouches for pigeons). Note: If preferred, dal"es may
be substituted for pigeons (they look nicer. bUl they aren't as resis- Jesting is another skill that lends 10 go with juggling, as many jug-
lant to the hardships of travelling). Replacement cOSt: 100 gold. glers are known for lheir humor and quick wit. For example. the come-
3. Magician's Mice, Instead of rabbits or pigcons. lhe character dian W.e. Fitdds was one of the world's greatest jugglers.
has a dozen, little white mice. While they are also used in standard
illusion tricks, the mice are much more highly lrained, so lhey are J uggler/Knife-Thrower
capable of putting on little shows (allhough each mouse usually has
jusl one trick), and doing lricks on (verbal) command. Includes a Alignmenls: Any
lravelling box (like a lillIe maze. with companments for the mice), a Altribule Minimum Requiremenls: P.P. 12 or higher.
folding lable wilh a sel of mouse-sized carnival rides. and a number O.C.C. Bonuses: +2 on initiative. +110 dodge and +1 to pull punch (or
of small boxes and lubeS suitable for hiding lhe mice. Replacement
COSl: 100 gold. knife or weapon strike).
4. The Magic Box. This collapsible prop is designed for the
standard "disappearing lady" trick. There are two visible doors and a.c.c. Skills:
secret doors at the top, bouom and sides, as well as slOls for sticking
in swords. or for sawing the box in half. When travelling, the box Juggling (+40%)
folds up into a Oat package. six feel tall and four feel wide, but only Concealmenl (+S%)
about a fOOl deep. Replacemenl cost: 1000 gold. Palming (+10%)
S. Escape Anist Kit. Includes a variety of chains. manacles. Public Speaking (+S%)
handcuffs. padlocks. and blindfolds. along wilh a special lock pick Languages: Nalive Tongue al 98%, plus two of choice (+S% each)
sel made of nexible metal (can be glued 10 lhe skin. or concealed in Streetwise (+4%)
many other ways) and/or special weak links or easy 10 pick locks. W.P. Paired Weapons
W,P, Targeling/Missile Weapons (Special bonus: lhe character has
a one-time bonus of + I to hit. +2 to damage, and lhe abilily 10
throw an extra lWO ilems in anyone melee round. Jugglers can at·
tempt to throw anything as a weapon.)
W.P. knife and one ofchoice.
Hand to Hand: Basic
Hand to hand: basic can be changed to hand to hand: expen al the
cost of one "other" skill or assassin (if evil). or hand to hand: mar-
tial ans at the cost of two "other" skills.
D.C.C. Relaled Skills: Select eight other skills at level one. plus select
two additional skills at levels two. four, six. eight. len and twelve.
All new skills stan at level one proficiency.
CommuniC"lltions & Performing Ans: Any (+5% each)
Domestic: Any (+5%)
Espionage: Any (+10% to escape anist only)
Horsemanship: General or Exotic only.
Medical: First Aid only.
Military: Recognize Weapon Quality (+5%) only.
Physical: Any. except boxing and acrobatics.
Rogue: Any (+10% each)
Science: Math skills only.
Scholar & Technical: Any (+ 10% on any language skills)
Weapon Proficiencies: Any. except siege.
Wilderness: Any
Secondary Skills: Select five secondary skills from the previous list at
level one, and one additional skill at levels three. five, seven. nine
and eleven. These are additional areas of knowledge thai do not get
the advantage of the bonus listed in the parentheses. All secondary
skills stan at the base skill level. Also. skills are limited as pre-
viously indicated in the list.
Slarling Equipment: The character stans with one suit of plain street
clothes. including hat. scarf. shin. jacket. cloak, pants (or kilt and
leggings), leather boots. and belt, plus a suit of "performance" cloth-
ing. in fancy. bright patterns and colors (same componenlS, but with
at least two secret pockets). Tools of the trade include a set of jug.
gling balls (10), juggling pins (8), treated torches (8). small glass
goblets and clay bowls (all designed and weighted for juggling. 12
of each). The character also has a backpack, a bedroll. a shoulder
bag. 104 small sacks, a linder box. and a waler skin.
Armor: The juggler can choose to wear any type of armor, but is most
uncomfonable in anything that restricts full freedom of movement
(same penalties as a Men of Arms o.ce). Armor that hampers and
impairs movement can mean suicide for this kind of character. If any
heavy armor is worn, the character suffers a Y.r speed reduction. and
will be at -15% on most skills. with a -I to strike. parry and dodge.
Regular chain mail is a little less restrictive. only reducing skills by .
10%, and with no penalty to strike, parry, or dodge. The character
stans out with a full suit of soft leather armor (10 A.R.. 20S.D.C.).
Weapons: Jugglers like to have a full range of throwing weapons al
hand. as well as weapons to match any other W.P. Ihey might have.
1be character S1ans out with a set of high-quality, very good·look-
ing, throwing knives (8), a set of small throwing axes (6), a sel of
weighted meat cleavers (4), and a sling with two dozen loads (metal
balls that do ID6 damage). The juggler stans with a set of Ihrowing
pins (4) that look just like the juggling pins. but are filled with lead
weights so they do 204 damage when used as a club. Also. one pair
of matched weapons 10 fit the characler's chosen W.P. (decenl qual.
ity, but nothing special).
Money: The character stans with a savings of 140 gold.
24
Seafarers of the Palladium World
A Note About Seafarers and Armor nology. And. like the astronauts of today. those who operate the ships
of the Palladium World are considered to be incredibly skilled profes.
Most pirates. sailors and mariners avoid using annor. If necessary, sionals. Here. then. are some of the specialized skills common to those
they may don leathers. but that's usually all they'll consider (while at who go out to sea in ships of wood or stane.
sea. on land is another sIOry). Heavy Armor limits movement, espe-
cially rope climbing, and is certain death if knocked into the water. Typical Naval Skills
Heavy armor, including light chain. pulls ilS wearer down into [he water
like a rock. Swimming is virtually impossible and takes a Herculean ef- Astronomy & Navigation (see Palladium RPG, 2nd ed.. pages 57·58)
fon thaI tires the swimmer quickly and spells certain death within a Castaway,'Shipwreck Survival (new)
mailer of minutes. Removing the annOT underwater will require 206 Deep Sea Fishing (new)
melee rounds for chain mail. and lD4xlO minutes for all heavier types Flag Signalling (new)
of annOT. but a person will start to Jose consciousness from lack of 011.)'- Identify Sea Life (new)
gen within Sll( melee rounds (roll versus P.E. for every subsequent me· Rope Works (see Palladium RPG. 2nd edition. page 59)
lee round). Also. remember that even when a character is freed from Sailing (see Palladium RPG. 2nd edition. page 59)
annor. it may lake time to get back up to the surface; at least as long as Sea Lore (new)
it took 10 get down. Seamanship (new)
Shipwright (new)
Naval Skills Swimming (see Palladium RPG. 2nd edition. page 56)
W.P. Blunt (most sailors are handy with a belaying pin. see Palladium
Without a doubt the most advanced technology of the Palladium RPG. 2nd edition. page 59)
World (with the possible exception of some versions of magic) relates W.P. Incendiaries (new)
to the consll\lction and operation of advanced seagoing vessels. Much W.P. Siege Weapons (see Palladium RPG. 2nd edition. page 60)
likc the spacecraft of our own day, those who explore and traverse the
seas of the Palladium World. and those who build their ships. are defi- Note: Sec the skill descriptions in the front of this book. for details
nitely on the cutting edge of all available science. engineering and tech- on skills for SailinglShip and other new skills.
25
56·70 Third Mate. Fourth in command of a ship. anyone having
successfully served as a third mate will be considered officer material.
nie third mate usually works during the same shift as the Captain. so is
in a good position to learn a great deal.
71-85 Serond Mate. Working as third in command of the ship. the
second mate usually ends up laking over at the worst times. when both
the captain and the first mate are sound asleep. A good second mate can
usually find another bc;:nh of the same rank.
86-95 First Mate. The character had the rare good fonune 10 act as
second-in-command of a sailing ship. Gelling another position with a
rank this high is prelly unlikely. and moving up to captain is very un-
likely unless the ship owners are downright desperate or something hap'
pens to the Captain.
96-00 Captain. By a twist of fate. the character ended up serving as
a ship's commanding officer for at least a couple of months (all the
other officers were killed. lost. or debilitated by illness). While the
chances of gelling another job as captain are prelly remote. prospective
employers will be impressed with the character's seasoning and experi·
ence.
Alignments: Any
Allribute Minimum Requirements: I.Q. 10, and P.P. 8 or higher.
Mariner O.C.C. O.C.C. Bonuses: None
O.C.C. Skills:
As distinguished from lhe sailor. the mariner is a character who is
trained primarily in the technology of seafaring. from navigation to ship Astronomy & Navigation (+20%)
design to naval tactics and strategy. In other words. the mariner is a na- Flag Signalling (+15%)
val officer. a navigator or a caplain. who has what illakes to command Sailing (+15%)
a ship. and to steer it safely across the dangerous seas of the Palladium Seamanship (+15%)
World. In most places. the training to be a mariner starts when the child Rope Works (+5%)
enlists as a Cabin Boy, an early apprenticeship thaI Slarts when the char· Swimming (+10%)
acter is as young as six years old. Alternatively, characters from the Identify Sea Life (+10%)
Castaway/Shipwreck Survival (+15%)
Climb/Scale Walls
Languages: Native Tongue at 98%. plus one of choice
Literacy: One language of choice (usually native)
Mathematics: Basic
W.P.Blunt
W.P. Two of choice
Hand to Hand: Basic
Hand to hand: basic can be changed to hand to hand: expert for the cost
of one "other" skill, or to manial ans or assassin (if evil) for the cost of
two "other" skills.
Wtsfern £mpirf' or Timiro may have been fonnally educated in a naval O.C.C. Related Skills: Selcct five other skills at level one. plus selcct
academy. and on special tT3ining ships. one additional skill at levels two. four. six. eight. ten and twelve. All
new skills stan at level one proficiency.
SEaning rank is a matter of chance. since the character should have Naval Skills: Any (+ 15%)
already spent years at sea prior 10 becoming pan of the campaign. Communications & Perfonning Arts: Any
Here's an optional roll·up table for the character's latest/highest rank: Domestic: Any
Espionage: Any
01-15 Cabin Boy. Although the character may have spent years at Horsemanship: Genenll only.
sea, the highest rank ever achieved was that of Cabin Boy. II will be dif· Medical: First Aid only
ficult to get any assignment above that of Lieutenant, and many ships Military: Any
will only offer a benh as a common sailor ("so you can get more sea· Physical: Any
soning. boy!"). Rogue: Any
Science: Any
16-27 Cadet. The character is a recent graduate of a naval school or Scholar & Technical: Any (+10%)
academy, and has yet to find a position on a ship. Opponunities will be Weapon Proficiencies: Any
limited. and the character will often be advised to stan out by taking a Wilderness: Any
benh as a common sailor. Still, the character probably has a rich or no·
ble family, and could pull strings to get a decent position. Secondary Skills: The character also gets to selcci four secoodary
skills from the previous list at level one. and one additional skill at
28-40 Ensign. Working for at least a year as a junior officer, the levels three. seven. nine and eleven. These are additional areas of
character has the necessary background to sign on neltt as a Licutenant knowledge that do not get the advantage of the bonus listed in the
on any working ship. The pay won't be great, but promising young offi· parentheses. All secoodary skills start at the base skill level. Also,
cers are usually in high demand. skills are limited (any. only. none) as previously indicated.
41·55 lieutenant, After a solid three years of working as a junior Starting Equipment: One suit of ordinary (street) clothing. a casual
officer, the character has been promoted. It'll be fairly easy to find an· unifonn (leather·brimmed cap. jacket. shirt. leather belt, pants and
other slot as a Lieutenant, perhaps even with a beller class of ship, but
the real road to advancement is finding a position as one of the ship's
mates.
26
shoes). a dress unifonn (fonnal while, with metal insignia of rank, side, terrorizing ships and towns by vandalizing. stealing. destroying.
toryuring, raping, maiming and murdering, Some pirates sign on just for
leather-brimmed cap, shin, jackel. trim pants, leathc:r bell, and"pol- thc:sc: so-called fringe benefits.
ishc:d black leather shoes). all kepi in a personal trunk. Personal kit 1be pirate is a combination thief and warrior. Some are more war-
rior than thief and vice versa. Consequently, the skills and alignmenls of
is usually kept in a leather suitcase or backpack and includes naviga- a pirate may vary widely. Occasionally. regular thieves and assassins
join a pirate's crew, as do pnlCtilioners of magic and psychics. but being
tional instruments. a personal diary, officer's papers (signed by each pari of the crew is nOI the same as being a pirate, and such characters
keep their thief, assassin, etc.. O.c.c. and may not know a Ihing about
caplain he served under), plus a textbook of navigation (which in- sailing, or even how to swim.
cludes astronomical tables) and a book. covering the rules of conduct Alignments: Usually anarchist or evil. While a pirate can not be of a
good alignment, they usually have 10 be team players. so the majority
where the character look initial lraining. Also a personal oil lantern.
are rarely diabolic. Of course, there are always a few bad apples (ronen
along with writing supplies that include a pencil, pen and ink, and a
to the core) in every group of pirates.
supply of parchment or paper. i Attribute Minimum Requirements: P.S. 7, P.P. 8.
Armor: None. O.c.c. Bonuses: +1 on initiative and +3 to save vs horror factor.
Weapons: One: dress sword (scimitar, cutlass or broadsword), one cut- O.C,c, Skills:
Seamanship (+15%)
lass. and two daggers. Rope Works (+10%)
Castaway/Shipwreck Survival (+10%)
Money: The character stans out with 200 gold. Climb/Scale Walls (+10%)
Swim (+5%)
The Pirate W.P. Blun!
W.P. Grappling Hook
One of the more sinister men of arms O.c.c.s. combining the skills W.P. Two of choice
Hand to Hand: Expen
of the Sailor and the Mercenary Warrior o.c.e., is the pirate. They are Hand to hand: expen can be changed to hand 10 hand: assassin (if
evil) at the cost of one "other" skill or manial ans for the cost of
commonly found just about anywhere in the Palladium World. plunder- two skills.
ing the shipping lanes and frequently hiding OUI around the: Aoenry Is-
lands. Even though these seafaring rogues and cutthroats make their D.C.C. Related Skills: Select eight other skills at level one, plus select
fonune by plundering merchant vessels, kidnapping, and extonion. they two additional skills at levels four, eight and twelve. All new skills
frequently follow their own code. their own laws. and often slip be- stan at level one proficiency.
tween voyages that are legitimate or illegitimate. depending on where Naval Skills: Any (+5%)
they can make the most money. Communications & Performing Ans: Any. (+5% for any languages)
Domestic: Any
Pay is usually a small percentage of the: plunder (very small percent- Espionage: Any
age. like half of a percent). A larger percentage (2% to 8%) goes to Horsemanship: General only
proven officers and panicularly capable. powerful, valuable or deadly Medical: First Aid only
individuals. The captain and his first male get the largest ponion, usu- Military: Any
ally 30 to 40% 10 the captain and 10 to 20% for his righI-hand man. Physical: Any (Swimming is typical)
Rogue: Any (+5% each)
Fringe benefits include meals, a bunk to lay one's head (or ham- Science: Astronomy & Navigation, or Mathematics: Basic. only
mock. if space is shon). travel. advenlUre and, for pirates. a home:. On Scholar & Technical: Any (+5%)
the evil side of things. piracy allows thc:se criminals to vent their foul Weapon Proficiencies: Any
Wilderness: Any
Sec:ondary Skills: The character also gets to select four secondary
skills from the previous list at level one, and one additional skilJ at
levels three. six, nine and eleven. These are additional areas of
knowledge that do not get the: advantage of the bonus listed in the
parentheses. All secondary skills stan at the base skill level. Also.
skills are limited (any, only, none) as previously indicated.
Starting Equipment: One suit of clothing, including a good pair of
leather boots and a wide leather bell, plus a spare pair of pants. and
two spare shins. Also a large sack, a small sack. a small pouch, a
sewing kit (with over-sized needles for repairing sailcloth), and a
marlin spike (looks like an ice pick) used for splicing rope (also does
ID6 damage in combat).
Armor: Pirates wear leather armor or none at all. Leather annor pro-
vides freedom of movement, light weight. and the wearer can swim
(at least unlillhe leather gets waterlogged, which takes a few min-
utes). Most pirates wear hard leather or studded, the two which af-
ford maximum protection. Heavy armor is too restrictive and will
send its wearer to a watery grave if knocked overboard. Pirates stan
out with hard leather armor (A.R. II. 39 S.D.C.): typically either
provided by their captain/employer, or scavenged as booty from one
27
of lheir fallen victims. Some will risk wearing a half suit of chain or Sea Lore (+15%)
Castaway/Shipwreck Survival (+5%)
scale mail. bul most don'l wear armor heavier than sludded lelther, Climb/Scak Walls (+5%)
W.P. Blunt
unless il is magically lighlweighl or weighlJess. W.P. Gnlppling Hook
W.P. Two of choice
Weapons: The cutlass and scimilar are commonly iderlliflCd with pi- Hand 10 Hand: Basic
nltes, bul almosl any small and medium type weapon can be used. Hand 10 hand: basic can be changed 10 hand to hand: ellpen for !he
Pinltes usually hive a wide vWlY of weapons and armor from ves- cost of one "other" skill. or to mania! arts or assassin (if evil) for
sels !hey have plundered. btli starting charxttn have eilheT a cutlass !he COSI of IwO "Olher- skills.
or I scimitar. plus one bellying pin and two knives (one for cooking
and elling. !he other for combat. but botIl can be used eilheT as O_C.C, Related Skills: SeJec:l ten olhcr skills at level one. plus select
throwing weapons or for hand-to-hand combal). IwO additional skills at level two, and one skill al Ievds four. si".
eighl. (en and Iwelve. All new skills Slart at level one profICiency.
Money: The character starts OUI wilh 100 gold in pocket.
Naval Skills: Any (+10%)
Communications & Performing Ans: Any. (+5% for any languages)
Domeslic: Any
Espionage: Any
Horsemanship: General only
Medical: Firsl Aid only
Military: Any
Physical: Any
Rogue: Any
Science: Any
Scholar & Technical: Any (+10%)
Weapon Proficiencies: Any
Wiklemess: Any (+5%)
SKondary Skills; 1be Charxltr also gelS 10 select four secondary
skills from lhc ~vious lislll level one. and IWO addilional skills II
levels three, seven, nine and cleven. 11Jesc: arc addilional areas of
knowledge that do not gel lhe advantage of !he bonus Iisled in the
parentheses. All secondary skills stan II !he base skill level. Also.
skills are limiled (any, only, none) IS previously indicated.
The Sailor O.C.C. Startina Equipment: One suil of ordinary (srreet) clothing. a working
sailor's outfit (no shoes. cap. shin. loose panlS. rope bell). and a
'The sailor. or "Sea Dog:' 10 some people's surprise. is a man of dress unifonn (formal while. with lealhet-brimmed cap. sailor shin.
arms trained in the ans of seafaring. They are lough and hardy men of jackel. trim panlS, leather belt, and polished black leather shoes).
adventure who like !he feel of !he ocean spnly on their cheeks and !he Other gear includes a few tools, a sewing kit suitable for rncnding
wind through their hair. The sailor worn hard. plays hard and fighlS sailcloth, a "Sailmaker's Palm" (used like a thimble. but made of
hard. In many respeclS, the sailor O.c.c. is the most dangerous because lealher and metal. with a lealher strap going around the hand. and a
!hey willingly pit themselves againsl !he many dangers of the sea. A melal disk set in the palm), a marlin spike (for splicing rope). a
ship is vulnerable 10 altacks from sea scrpenlS, harpies. magic and pi. large. well-made clothing bag. sleeping roll. and a purse or wallet
nltes, as well as !he elenltnlS lhemselves. Stonns, rough walers, high Sailors from the Western Empire, Byzantium. Timiro and the east-
winds., fog. rocks, ice, heal, cold. losl direclion. hunger. kloeliness. and ern Territories carry a set of papers signed by each of their caplains.
despair, are all enemies of seafaring men. However, the myslery, in- recording lheir lenns of service and any notable accomplishments.
trigue. foods. sighlS and adventures of other lands. make il an e"ciling
occupation thaI allures !he wayward and wandering spiril. Armor: Sailors rarely use armor unless they anticipate aclUal combat.
AI soch times. they may don light annor. rarely heavy. Most armor
Alignments: Any is considered a personal ilem and musl be purchased by the individ·
Attribute Minimum Requirements: P.S. 7 and P.P. 9 or higher. uaI character out of his/her own money. Quill and Iea!her Iypes are
the most commonly used because they allow good movement, are
O.C.C. Bonuses: +I on initialive, and +2 10 maintain balance. lighlweight. and lhc wearer can swim in them should he have 10.
Magic armor is the most coveted (and e"tremely rare). 1be Charxltr
O.C.C. Skills: swts with no personal armor.
Seamanship (+20%)
Rope Works (+10%) Weapons: 'The cutlass, a type of short sword, has become: the trade-
Swim (+10%) mark of most sailors. however. all sailors also learn 10 use belaying
Sail (+10%) pins in brawls. Because hand 10 hand combat on a ship is limited by
space and obslruClions. large swords. pole arms. and ball and chain
weapons arc nm very common. 'The characler starts out wilh a CUI-
lass, a belaying pin (wooden club), and a personal dagger (used for
eating as well as fighting).
Mone)': The character SlartS out wilh 180 gold.
Z8
The Economics
of Sea Trade
While most characters in the Palladium Fantasy RPG go after If you've got a ship, and if you can move the Nonhern Wilderness
wealth in the usual way of fantasy characters (stealing and plundering. wood to the Western Empire, and the Western Empire glass 10 the
albeit from evil forces and the crypts of the long dead), there is a some- Nonhern Wilderness, there's definilely a profit 10 be made. The wood,
whlll easier way to get rich. in just about any Western Empire city, can easily command a couple of
gold per pound (leI's see. a good sized oak ITee. fony feet tall and six
It's as simple as the advice you'd gel from any ;nveSIOT. Namely. feet in diameter, weighs about 25 tons. and 50,000 pounds limes IWO
buy low and sell high. In Palladium tentls thaI means that lIle characters gold ...; get Ihe idea?).
should go to a place where something is cheap, buy a bunch of it. take il
far away to a place where it is vastly more valuable. and then sell il at a On the other hand. a ton of glass (slighlly imperfect and rejecled for
huge profit. sale in the Western Empire) could work out, with packing material, to
about 2,000 glass goblelS. Boughl cheap, for say a tOIa! of 500 gold
For example, high quality timber and hardwood is ridiculously (prelly good for a ton of wonhless scrap), each goblet could bring 5 10
cheap throughout most of the Nonhem Wilderness (if there's one thing 20 gold, or in some cases. even 100 gold, in the Nonhern Wilderness.
they've got in Wolfen counny, it's plenty of trees). On the other hand, NOI only that, but even the boxes and Ihe packing malerial. vinually
glass. in the form of bottles. jars. lenses. lamps and crystal goblets, are free in Ihe Western Empire. could end up making a profit in Ihe Nonh-
din cheap in the Western Empire (maybe we should say "sand cheap:' ern Wilderness. Don't laugh! Back in the last cenlury on Eanh. a few
since the glass is made from sand, and they've got plenty of sand).
29
French merchants importing dishware from Japan made a killing by • Finished textiles. The Western Empire expons fine clothing. rugs.
selling the "junk" ink block prints that were used to wrap !he dishos as tapestries. drapes. etc. However. they impon wool (from Timiro. the
rare oriental art! Really. Eastern Territory and elsewhere). and furs (from most everywhere).
Of cOurse. it's still necessary to get all that tonnage from one place • Leather. The Western Empire imports leather from all over. but es-
to another. A sea voyage. even through the inland sea. could take twO or pecially from grazing lands like Ophid's Grasslands. the northern
three months. In addition. some land or river travel may be necessary to edge of the Old Kingdom. and the Eastern Territory.
get materials to some clients. Expenses are high. and dangers are prelty
constant throughout the travelling. Plus. dealing with Wolfen. or with • Grains and Spices. Bizantium imports grains from the south and
the denizens of a Western Empire city. is far from safe. spices from Timiro and the Western Empire.
Still. one round trip from the Western Empire to the Nonhern Wil- • Alcohol. Rum is exported by the Land of the South Winds and the
derness. and back again. with an average cargo of 80 tons. could make Western Empire throughout the world. Western Brandy is the best in
one very. very rich. Ihe world and imponed by Timiro. thc Eastcrn Territory and Bizan-
tium. Timiro Kingdom and Eastcrn Territory wines and champagnes
Let's assume that only wood and glass are carried. On the outgoing are exported around the world and are especially popular in Bizan-
trip. the cost of the glass. in bulk. works out to 1.000 gold per ton. for a tium and the Land of the South Winds (as well as in their native
total of 80.000 gold. If all goes well. on arrival in the Western Empire. countries).
the 80 tons of glass are sold 3-'1 160.000 glass goblets. If the going price
is just five gold per goblet. that means taking in 800.000 gold. or a • Slaves. The Western Empire. pans of the Land of the South Winds.
profit of 720.000 gold! and many of the so-called monster communities are always in the
market for staves. Along these lines. exotic animals and monsters
Of course. glass goblets might not sell for five gold. What if some- are usually wanted in the Western Empire for its many gladiatorial
arenas.
body. another merchant. got !here first? For example. it could be that
Market Price (roll percentile)
Benodiuy. the slick salesman that he is. just sold a shipload of goblets.
The price could be down to half or less! Worse. what if Benadius hap. This optional table can be used by the Game Master to figure out
pened to pull a real scam? Let's say he picked up a huge load of really what fluctuations there might be in the price of any item. It is best to
defective glass. discolored with green and blue flaws (which cost him roll separately for each type of item. If desired. this can also be used to
next to nothing). and then convinced the Wolfen that these goblets were determine the costs for just about anything. since a shonage. or a glut.
incredibly valuable. and that the clear stuff was just junk. Benadius has can affect the price of anything from becr to bread. from shins to
just made a killing. but he's also screwed the next merchant who comes swords.
along. effectively turning 80 tons of good quality glassware into so
much ballast. 01-05 Glut. The item becomes virtually wonhless. Typical prices
are 2% to 8% of the usual (roll 204). so a pair of boots that normally
On the other hand. luck could go the other way. The merchant could sell for 100 gold might be down to 2-8 gold. Merchants attempling to
happen to meet a pany of Wolfen (or human settlers) from the extreme sell in quantity will likely find no buyers at all ("tell you what. you give
north. on their way back home with the gold from selling their furs. It me five gold per ton. and I'll take it off your hands"). and are bener off
turns Out that these Wolfen have never seen such beautiful glass. "How trying to take their cargo elsewhere.
did you cut these giant gemstones?" they ask. After a good story about
the great mages of the East. and how drinking from the "Star*"Glass" is 06·15 Excess. There is just too much of the stuff available. Perhaps
known to bring good fortune. one could really make a killing! too many merchants showed up with cargoes all at once. or the demand
just fell off. In any case. the price is 10% to 40% of the usual (roll 104).
For the return trip. the cost of 80 tons of seasoned timber is about
400 gold (rather than just CUlling it down. it's better to buy from some- 16·30 Surplus. The buyers know that there is plenty to go around.
one who has cut it up. selected the beSt pieces. and Jet it "season" for a They're still buying. but they'd prefer 10 lind a discount. The price is
year or.two). Chances are good that it will sell for at least 320.000 gold. 45% to 70% of the average (roll 106. multiply times 5. and add to 40).
With a bit of good luck. like if there is a shortage. it could be even more
valuable. On the other hand. if some fool came back with a load of bad 31-45 low Markel. Because Ihings are slow. the seller will have to
wood. carrying a dangerous fungus. or concealing some kind of evil offer a bit of a discount (anywhere from 5% to 25% less than usual).
forest creature. then it's possible that a mob will threaten to bum the The Game Master can roll to see if the buyer finds the offer acceptable.
whole cargo. and maybe the ship as well. It may take some time to find the right customer.
Goods & Commodities 46·65 Steady Market. No changes. and Ihe price stays within a few
gold of the average.
Prices almost always depend on location. In general. manufactured
goods. magical items. and anything that requires a lot of skill. are going 66-80 High Market. Sellers can get rid of their wares immediately
to be preuy cheap in the Western Empire. For prices. see the Palladium if they are willing to go with the usual price. It's also possible to charge
Fantasy RPG. 2nd edilion. pages 270 to 274. When you buy. or sell. an extra 10% to 20%. but there is no guarantee that it will sell right
by the ton. the price is usually about 35-50% of what is listed. As a away.
rough rule of thumb. if you're not sure about the weight. assume 1.000
of any item is a ton. Typical goods include: 81-90 Speculalion. Buyers are very interested in the product. and
will typically pay 50% higher to double the usual price.
• Iron Goods from !he Western Empire. or from Dwarven or Kobold
communities. like weapons. annor. knives. pots & pans. ladels. 91·95 PrivaUon. Selling is easy. and prices are triple the usual mar-
tongs. hammer heads. and files. ket price. Even large quantities will sell for Ihese inflated prices.
• Glassware. where the best comes from the Western Empire (al- 96·98 Dearth. Someone is desperale for this particular item. and
though more primitive glass is made in Timiro and other places in they are willing to pay dearly. Buyers will offer four times the usual
the south). like bollies. goblets. dishes. lamps and vases. Also mir- price! However. this only lasts for the first big batch (usually a ton). Af-
rors and lenses. ter thaI one sale the price could go anywhere (roll again for the new
martet price).
• Perfumes & Oils. Note that most of the trade is in heavily concen-
trated. distilled essences. A bottle of concentrated rose-water. for ex- 99-00 Ex.treme Scarcily. For some reason !he item has become in-
ample. might be cut with water and oil to make two dozen bottles of credibly rare. and incredibly valuable. The price is anywhere from 4 to
scented perfume. JO times the average (roll 204+2). Merchants who have a large stock of
something in such hot demand are usually smart to sell a bit at a time.
so as not to hurt the market price. After all. when word gets around that
several tons are available. people mighl be more reluctant to pay such a
30
high price or mob the ship trying to get some for themselves before different manifestations: The union transfonnation, the augmenta-
ti~additional appendages and the animate/control dead.
somebody buys it all. ~
1. Union with the Dead. This power enables the necromancer's
The Necromancer own hands or feet to be transfonned into the claws of an animal. 1be
transfOl'TTlation is temporary and is accomplished by tying the claw
Optional O.C.C. but a great villain. (either skeletal, or recently slain and severed) onto the appendage that is
to be affected. It also requires munering a spell incantalion known only
By Erick Wujcik. Inspired by and adapled from lexl and concepts) to those of the Necromancer O.C.c. The hand and/or forearm is then
crealed and written by Kevin Sltmbieda in RiftsS A!rUG. transfonned into a clawed appendage that looks exactly like that of the
creature, as well as giving the sorcerer the creature's combat bonuses
Of all the various practitioners of magic in the Palladium World.' and/or abilities.
there are none who are regarded with such hatred. fear and downright
loathing as the Necromancer. Those who meddle with the dead are con- P.P.E. Cost: Varies; sec descriptions of the various types.
demned by vinually all religions. outlawed by most states. shunned by
decent folk everywhere. and are the subject of violent abuse and per.;e- Range: Self only at levels 1-4, 'others by louch after 4th level. TIle
cutions by vinually every other mage. animal claw must be tied to the body. At fifth level, the necromancer
can perfonn Ihis transfonnalion on others (same process and condi-
Why? Simply because the dead. especially the bodies of relatives lions), but the duration is half.
("Mom!") and friends. are regarded as sacred. Not only is it dislJUsting
to contemplate the defilement and desecration of the physical body, but Duration: 10 minutes.per level of the necromancer. The transformed
it is even more disturbing to consider that the person's immonal soul limb(s) returns to nonnal When the duration of the magic has elapsed, or
might be taken from its proper place. Cannibals. while viewed with ut- when the mage is killed or rendered unconscious. 1be necromancer can
ter disgust by JUSt about everyone, are acceptable members of society cancel the magic at any time. 1be entire incantation and Ihe iying of the
compared to necromancers. limbs to the subject takes one full melee round.
In the face of overwhelming social disapprovaL the only.people who Limitations: The union and transformation of the dead works only
would choose to become necromancers are those of evil (or possibly an- on the living. It cannot be used to transfonn the limbs of dead creatures.
archist) alignment. Characters of a good alignment simply cannol prac.
lice death magic. Even an anarchist (selfish) Necromancer is a rarity. Notes: 1lle limb(s) is always proportional to the size of the necro-
Since the magic frequently requires the manipulation. enslavement, tor- mancer, never tiny or over-sized. One or both human hands can be
ture and murder of living beings, and since many of the rituals are re- transformed. Any combination of limbs can be used. such as the claw of
pulsive and involve working with the remains of the dead, very few a tiger on the righl hand, the claw of an eagle on the left. a pair of hor.;e
plo)'er characters will be able to take on the role of a Necromancer hooveS for feet and the wings of a bat allached to the back. Each trans-
D.C.C. formed appendage adds to the necromancer's frightening visage and
power (+ I to horror factor per each pair of inhuman limbs).
Nor is it possible for necromancers to conceal their grisly profes-
sion. This transformation provides enhanced combat powers and
speed as follows:
A large part of the Necromancer's power is the ability to animate,
control and draw power from the remains of the dead. Consequently. • Tentade: P.P.E. COSt 10. Includes the OCtOpus. squid and a variety
these practitioners of magic are almost cenain to carry the remains of of monslers. +1 10 strike, +20 to climb using suction cups. +3 10
the dead. such as the bones of skeletons and preserved claws. arms. damage, and can pin or entangle an opponent.
hooves; wings, etc. TIlese items are likely to be carried in a large back-
pack or sack. EllIremely rare and/or valuable items, such as the claw of • Rodent's claws/feet: P.P.E. Cost: 10. IncJudes rats, mice. squirrels.
a dragon. may be concealed. but will always be at the Necromancer's rabbits. and other similar. small animals, and provide bonuses of: +1
side. Large necromancers. such as ogres. trolls and giants. as well as to strike and parry, +2 to damage, and +10% to climb. The claws
truly evil and namboyant mages, wear the bones and shrivelled remains have an opposable thumb and fingers so tools and weapons can be
of creatures as jewelry, belts, necklaces. weapons. easy·to-grab compo- used: roughly equal to human hands.
nems. and so on. Some lravelling Necromancers even use an entourage
of skelelons and zombies as animated servants and proteclors. with ad- • Cat and other feline claws: P.P.E. COSI 20. +2 to strike and parry.
ditionallimbs and components carried in trunks. crates or wagons. +8 to damage, +20% 10 climb and + 10% to prowl. The claws are re-
tractable. bUI have no opposable thumb, making it impossible to
TIle lair of a Necromancer, especially for high level characters, will grasp and use weapons or tools.
be inhabited by zombies. mummies and animaled dead who function as
guards and servants. Additional scores of skeletons and corpses will be • Canine claws (do not make good humanoid hands): P.P.E. Cost:
strategically placed throughout the lair. ready to be animated should the 10. +1 to parry, and +4 to damage. but has no opposable thumb.
need arise. The Necromancer may also enslave or employ low level de- making it impossible to grasp or use weapons or lools.
mons, monsters and vampires. Death Mages frequently entenain (or
serve) supernatural monsters. powerful, evil sorcerers, or death cults • Bear claws, badger. wolverine and similar large claws: P.P.E.
and gods, as well as manipulating those who have the political or mili- COSI: 15. +1 to strike and +1 to parry, +10 to damage. and +5% to
lary power to serve the Necromancer's needs. climb. TIle claw is excellenl for digging but has no opposable
thumb. making it impossible to grasp or use weapons or lools.
Necromancer O.c.c.
• Bird claws/talons: P.P.E. Cost: 15. +1 to strike and parry, +8 to
Abilities & Bonuses damage. The claws can grasp tools and use weapons al -I to strike or
parry. When using modem or complicated devices there is a skill
Note: For an M.D.C./Mega-Damage version of the Necromancer penalty of -20%.
O.C.C.. see Ri~ World Book Four: Africa. pages 99-109.
• Dragon claws and dllws frum other magical and supernalural
1be most terrifying and fundamental power of Necromancers is their creatures: P.P.E. Cost: SO. Dragon claws (any kind) are + I to strike,
ability to animate and control the dead. This macabre power has three +1 10 parry, innict 606 damage, make the necromancer impervious
10 fire, and gives the character an elltra physical S.D.C. of ISO from
hatchlings, 300 from adult dragons and 600 from ancient ones!
lbc: claws from olher creatures of magic and supernatural monSlers.
including the Manlicore, Sphinx, za. Ghouls. Gargoyles and other so-
called demons and others innict 406 damage. and provide the necro-
mancer with an extra 80 S.D.C.; no strike or parry bonuses. P.P.E. Cost:
]S.
31
32
Tbe claws from a powerful. but non·supematunJ creature, like me to the body of the necromancer, for I total muimum of eight arms: the
Melech and Peryton. innici 406 damlge: no 0Ihef combat bonU5CS. character's two nalunJ limbs Ind sill skeleton limbs. The additional
P.P.E. Cos!: 20. limb!i can be humanoid, animal, or monstrous. Note that anaching one
giant limb coonts as two normal sized limbs.
Hooyes. hands and claws can be altached 10 and transform the
feel and legs. • Horn(s): P.P.E. Cost: 4 each. Horns are used as a weapon in head-
butting and ramming. A single hom inflicts 106 damage. while a
• Hoo\'es of any kind. including horse, Oll. cow, doer. etc.. add +20 pair of horns does 206 damage: either adds sill points to the charac-
10 me character's speed Ittribute and enables him to leap 10 feel (3 ter'S physical S.D.C.
m) high or lengthwise. P.P.E. Cost: IS. • Rhlnlxeros Hom: P.P.E. Cost: 8. The horn inflicts 306 damage
and instills the abilities of keen hearing (+1 on initiative) and keen
• Rhinoceros or Elephant ftd: P.P.E. Cost 20. +10 to the charac- sense of smell (55';to to track by smell). plus it gives the wearer an
elllt'l 20 S.D.C.
39ter's normal speed attribute but can also run for I short period of
• Unkorn Horn: P.P.E. COSI: 10. The hom inflicts 406 damage and
seconds (twO melee rounds) at +40. Kick Of stomp attacks inflict can be used against vampires, zombies, and magical and supernatu-
ral beings who are impervious 10 nonna1 weIpOOS. It also instills the
406 damage. abilities to sec the invisible, nighlVision (90 fl/27.4 m), keen color
vision, prowl (SOCI.). + I on initiative and never tires.
• Kilin hooves: P.P.E. COSt: 25. +30 to the speed attribute and can
leap 10 feet (3 m) high or lengthwise and kick attacks inniC! 406 • KlIln Hom: P.P.E. Cost: 10. The hom inflicts 506 damage, and in-
stills lhe abilities to see the invisible, nightvision (90 fl!].7.4 m),
damage. healing toUch (four times per 24 hour period, restoriDg 204 hit
• Unkom boons: P.P.E. Cost: 30. +40 to the speed attribute and can points and 306 S.D.C.), and sense evil (automatic sensation).
leap 20 feet (6 m) high or lengthwise and kick anacks inflict 506 • J>racon Horn: P.P.E. Cost: 30. One horn inflicts 104)(10 damage.
damage. Ind +250 S.D.C to the character wearing the horn. Two or more
horns do 204)(10 damage. and each additional dragon hom adds an-
• Dragon feet/claws: P.P.E. Cos!: 30. +20 to the speed attribute and echer 100 S.D.C. points.
can leap 20 feet (6 m) high or lengthwise and kick allacks'innict • Dragon Tall: P.P.E. COSI: 20. Proyides one additional attack per
104)( 10 damage. melee and inflicts 106)( 10 damage per strike.
• Monkey or ape (or humanoid) h.nds: P.P.E. cost 15. +20 10 • Dragon Skull: P.P.E. Cost: SO. Often worn as I helmet or ceremo-
climb, +5';to to ICI'ObaIKs, plus the feet are equiYaient to hands and nial headdress known as the "Dragon Helm" and is very coveted. It
instills the following powm: 240 S.D.C.. understand and speak all
can grasp and use weapons. lools and devices. Howeyer. the charac- languages, read and write Dragonese/Elf. mikes the wearer impervi-
ous to fire. resistant 10 cold. and breathe whatever type of breath
ter's normal running speed is reduced by half (hands are clumsy at weapon (if any) the dragon had. i.e. fire, cold. acid, etc. In addition,
the mage can cast any of the spells once known by the dragon equal
Wilking). . to a Sih level spell caster!
2. Augmentalion and addilional appendages. This power enables • Skull or a powtrf'ul superOlllural monster such as a grealer de-
the necromancer 10 temporarily altach additional limb!i of dead Crell-
tures, people or animals, and animlle them as additional pans of the mon or demon lord (but not elemenr.als, vf!llPires, or energy beings):
character's own body! P.P.E. COst 120. The skull gives the necromancer an additional 300
S.D.C.. the abilily 10 speU. that creature's langulge and all of the
The mage can attach as many as three additional pairs of InnS and creature's magic powers and spell knowledge (only while the skull
two pairs of additional legs. If desired. it is also possible to add • pair of is ICtivated), equal to half the level of ability of the creature when it
wings, a tail. and several sets of horns to his body (in any combination). was alive. Thus, if the creature could cast magic at 10th level, the
Not only does this magic augment the mage's combat abilities and pow- necromancer's spells derived from the skull are at fifth level power.
ers. but the mere sight of such a disgusting mulli-limbed body is fright- If sillth level, spells drawn from the skull are at third, and so on.
ening 10 behold: + I to horror factor for each pair of Iimb!i.
• A pair or wings from I bird or bat (not insects) can be attached 10
Just as with the tnmSfonnation of union. the appendages must be
Strapped to his body. provide flight. P.P.E. Cost: 30_ Tbe wings must be strapped to the
back of the mage and can be undenized or over-sized. but when the
P.P.E. COSI: Varies: see descriptions. magic is engaged the wings grow or shrink to the appropriate size
for the user. Flying speed is limited 10 20 mph (32 km) for most
Range: Self only from levels 1·7, others by touch from level 8 on song birds and bats. game and large birds. and 3S mph (56 km) from
up. The appendage must be tied to the body. At eighth level, the necro- the wings of birds of prey. large, monstrous wings from such crea-
mancer can perfonn this transformation on others (same process and tures as the Pegasus, Peryton, Harpy, Sphinll, Gargoyle, Gryphon,
conditions), only the duration is half. Gromek, Watemill and similar beasts provide a flying speed of 45
mph (72 kin).
Dun-lion: Five minutes per level of the necromancer. Tbe limb!i re-
turn to normal when the dUl1l11ion of the magic has elapsed, or when the • A pair or winp from a dragon or powerful supernatural ern.-
mage is killed or rendered UnconsciOllS, or at will. The entire incanta-
tion and lhe tying of the Iimb!i to the subject takes about 15 secondS/one lures like the Baal-Reg. Gargoyle Lord, Night Owl, and similar
full melee round per pair. creatures. P.P.E. Cost: 90. Flight al a speed of 60 mph (%.5 km), as
well as adding another 100 S.D.C. to the flyer (note that the wings
Notes: The limb(s) is always proportional to the size of the necro- themselves have 204)(100 S.D.C.).
mancer, never liny or over-sized. One or both human arms can be tnmS·
formed. A total of sill additional appendages (arms or tentacles. etc.) J. Animate Ind Control the DeMI. 'The necromancer can animate
can be added 10 the body. A tailor single horn counts as ONE append.
age. a pair of wings counts as twO appendages. Of course:. the necr0- and contrOl dead bodies. skeletons, corpses. etc.• as if they were gianl
mancer can also transform his original limbs as described in number puppets. This power is very similar 10 the Wizard spell (see PolI(J(}ilU1l
one. Note however, that the additional, dead, appendages cannot be Fontorj RPG, 2nd tditian, page 200). only the power of the necroman-
transformed as described in number one and retain their original and cer is considerably greater than the spell.
dead appearance.
P.P.E. Cost: 10
This transformalion and augmentation provides additional com·
bal abilil~ powm and speed as follows:
Additional arms or tentacles: P.P.E. COst: 10 per pair, 5 for one
limb, and 20 for a pair of limb!i from magical. supernatural or demonic
creatures. Each addilional pair of anns or tentacles adds one to the char-
acter's attacks per melee round, and a +1 bonus to strike and parry.
Three additional "pairs" of anns and hands (or tentacles) can be added
33
, 6. Spell CasU•• Abilities A P.P.E.:
, • Necromancers begin wilh 6 Necromancy spells and 6 common
spells associated wilh necromancy. Additional spells and riluals re-
Range: 300 feet. plus 20 feel per level of experience.
Duration: 10 minutes per level of uperience. lated to Necromancy may be learned or pUIChased at any time re-
• 11K necromancer can control four corpses/skeletons per level of Cll- gardless of the character's experience level; however, the
perience. 'The bodies or skeletons can be humanoid or animal.
Necromancer does NOT obtain lhese automatically. A Necromancer
• The animated dead 10 be controlled must be clearly in view of the begins with P.P.E. _Equal to 2D4x 10 plus his P.E. attribute and gains
spell cISler in order 10 animate them. but the necromancer can add
more to his army as he localeS them. 206 more P.P.E. per level of experience.
• 1be nccromancer can also send his dead puppets on simple mis- Necromancer O.C.C.
sions soch as ~destroy" or "kill- and send them wandering OUI of his
sighl. swinging II and smashing everything they cocounler. 'The ani- Alignment: Mosl Nccromancen are anarchist or evil. usually miscre-
mated dead will try 10 (ollow the command until lhe)' are destroyed ant or diabolk.
or unlil the end of the spell (maximum duration). In this special case.
il no longer matters whether the necromancer is in view, present, or Attribute Requirements: I.Q. 10. M.E. 10 or higher. and P.E. 12 or
even conscious.
• The: animated dead can be either in the skelelon or corpse form of higher.
anS' humanoid, animal or monster. Each of the animated dead has a O.C.c. Skills:
Spd. 7. twO attacks per melee round. and atl.acu are inflkted by
punches. Icicle. claws. and bites (106 damage). While swOJds and Languages: Nalive Tongue al98%, plus one of choice (+20%)
other weapons can be used by the animated dead. they don', have Literacy: Two of choice (+12%)
!he coordination to use them any more effectively than blunt clubs
Lore: Monsters &: Demons (+20%)
(in Other words. they are as likely to hit wim the nal of the blade as Lore: Mape(+I~)
the ·edge). Double the speed and damage of giant animals and hu- Mathematics: Basic (+20'1»
manoids and add one attack per melee round. These robot like ani- Skin and Prepare Animal Hides (+5%)
mations don't feel pain, fear or emotion. Wilderness Survival
W.P.: Two of choice
• Only looll destruclion will Slop an animaled dead. Whenever the
necromancer is rendered unconscious (or slain). the animated dead Hand to hand: basic cln be selected as one "other" skill. hand to
will immediately nop down and Slop moving. hand: e"pert at the COSt of two ..other" skills, or manial ans Of assas-
• S.D.C. of a small skelelon or corpse, such as a goblin or gnome, is sin for the COSI of three "other" skills.
50 S.D.C.• human sized bodies. including elves, dwarves and orcs.
have 80 S.D.C., larger creatures, such as wolfen and ogres, have 140 a.c.c. Related Skills: Select seven other skills. Plus selecl two addi-
S.D.C.. and giants (weighing 500 pounds or more) are invested with
tional skills a! levellwo, one at level four, one at level tighl. and one
200 S.D.C. Note thai arrows, spears and Slabbing weapons (knives,
sword points, etc.) do only one·mird damage. while blunt and allevel twelve. All new skills start at level one proficiency.
smashing weapons or auacks do full damage. Fire does double dam- Communications & Performing Am: Any
age.
Domeslic: Any
4. Im~ious to vampires! Necromancers are im~ious 10 the Espionage: Any
mind coouolling bite of a vampire. and cannot: be turned into I vampire, Horsemanship: General or E"otic only
Medical: Any (+5%)
bul can be slain by lhem. Necromancers know 111 legends aboul vam- Military: Any
pires and other undead, and know the proper techniques for combating Physkal: Any
them. Vampires will be covered in detail in a future supplement. Rogue: Any (+5%)
Science: Any
S. All n«romancel'! are inherently frightening, even if their pro- Scholar &: Technical: Any (+ 10% on lore or literacy)
fession is unknown 10 observers. Horror Factor 6 at first level, and add
one 10 horror faclor at levels lhree, five, seven, nine. eleven, mineen Weapon Proficiencies: Any
and fifteen. Also add H.F. poinLS from bonuses provided by the addilion Wilderness: Any
of frighlening appendages. Conversely. il tends to take a k>!IO horrify Secondary Skills: 1be character also gets to selecl four secondary
them; +6 to save vs horror factor.
skills from those lisled at level one and one additional skill at levels
3,6.9 and 12. These are additional areas of knowledge that do no!
gd the advantage of the bonus listed in parentheses. All secondary
skills start II the Nse skill level.
Standard Equipment: A good quality, hooded robe Of cloak, IWO full
sets of clOlhing, a pair of leather gloves. bell, bedroll, backpack.
large salchel, twO small sacks, a water skin, 206 sheets of parch.
ment, a 100 page notebook, three crow quill pens, twO boules of ink
(choice of colors), 2 Slicks of graphite, 2 sticks of chalk. two can-
dles, a wooden cross, a small mirror, a tinder box, four short pieces
of rope (2 ftJO.6 m), one 12 fOOl (3.6 m) length of rope and a ball of
string (20 ftJ6 m).
Armor: Starts wilh a suil of soft leather (A.R. 10, S.D.C. 20).
Weapons: One silver knife (106 damage), one wooden knife (104
damage: breaks fairly easily, 6 S.D.C.). and one addilional weapon
of choice.
Money: Sians with 125 in gold. While Necromancers have difficulty
finding employment for their skills. when lhey do find a customer,
they can charge enormous amounts for their services. For eumple.
many nobles and the wealthy have questions they would like to put
to the deceased ("Uncle Willy. where did yoo bury thai treasure?").
and are usually willing 10 pay 204 times 1,000 gold for the answers.
While only an evil lord or warrior would hire a Necromancer, there
34
is no doubt that Necromancy can be valuable during a war. Payment doesn't appreciate mind control and is likely to seek revenge on the per-
for this kind of work varies, but it starts at no less than 10,000 gold. son responsible, unless the mission was an enjoyable one. Grave Ghouls
Necromancers are also known to send animated corpses to engage in are tOO timid to consider retribution.
banditry, attack merchant caravans and travelers to steal, and even as
a threat to blackmail merchants, churches and even entire small Consume Power & Knowledge
towns and villages.
Insanity: The necromancer often becomes deranged with the passage Range: Self
of time. Roll once on the following table at levels four, eight, ten, Duration: Varies.
twelve and fifteen. Of course if you want the character to be crazy,
pick one or two from the very beginning. S."ing Throw: Not applicable.
Necromancer Insanity Table P.P.E: 20 per each item.
Roll percentile dice.
This repulsive magic requires that the necromancer remove the
01-30 No insanity.
31-40 Obsession: Likes to torture, hun and kill others. tongue, brain or organ of a dead being, boil or cook it while reciting the
41-45 Obsession: Hates the light of day and tries to avoid it.
46-50 Obsession: Danger. loves it- takes needless risks. magic incantation, and breathe the fumes from the prepared meat. Nec-
51-55 Phobia: Gods of Light.
56-60 Obsession: Hates good druids, especially Millennium druids. romancers who are monsters may tear out the organ and eal it raw (or
61-65 Obsession: Dead things - loves them; surrounds himself with cooked) with the same magic results. The basic concept behind this
skeletons. mummies, zombies. and the like.
66-70 Phobia: Ancient Dragons. magic is the belief by many cultures, both human and monster. that eat-
71-75 Phobia: High level shaman and priests of light. ing the organs of one's vanquished enemies will give the eater his cour-
76-80 Phobia: Spirits of Light/angels. age or abilities. Different organs offer different powers. No powers are
81·85 Roll for random affective disorder. gained from animal organs. More than one item (maximum three) can
86·90 Roll for random.phobia. be cooked up ~ith accumulative effect.
91-95 Roll for random obsession. HClIrt: Courage and strength. The mage is +3 to save vs horror faclor.
96.{)(} Roll for random insanity.
is not easily unnerved or intimidated, gets an additional 10 S.D.C. and
• can lift and cllIT)' twice as much as nonnal. Duration: One hour per
Necro-Magic level of experience.
l.iver: Sobriety. No matter how much alcohol is drunk, the character
By Kevin Siembieda & Erkk Wujcik cannol get drunk. Duration: One hour per level of experience.
Kidneys: Impervious to poisons and +2 to save vs non-lethal drugs.
Necromancy is a lillie different than the more common spell magic Duration: One hour per level of experience.
in that many of its incantations may involve the use of dead beings, Intestines: Breathing the fumes provides physical nourishment. The
skeletons. or components (pieces!) taken from the dead. All necroman- character does nOI need to eat, and will not feel hungry for at least 48
tic spells are specifically related to the dead. the undead. or to the proc- hours after completing the spell.
ess of death. Its practice and even usage is forbidden in most human. Elf Tongue: Can understand and speak all languages. Duration: Two hours
and Gncime communities. It is absolutely forbidden by Dwarves and Ti- per level of experience.
tans and was one of the "dark magics" that elves and dwarves tried to Eyes: The necromancer will recognize the people, places and items
destroy during the Millennium of Purification. In fact, Necromancy was once known by the deceased. as well as the basic background behind
believed to have been eradicated for centuries. but has resurfaced in the
last 400 years. Thankfully. many of the most powerful and horrific ne- those people, places or items. For example, the necromancer will recog-
cromantic secrets remain lost. Note: Most wizards, even evil ones, will
not learn or engage in the black ans of necromancy. nize the deceased's friends, parents, family, lover. wife, enemy. mur-
derer, home, favorite tavern, weapon, clothing: etc. Duralion: One hour
Necromancy continues to grow in popularity among the monster per level of e}(perience.
races, particularly ogres, orcs, trolls and Tezcat. The only exception are Brains: Provides the mage with all of that person's skills al60% profi-
Wolfen. Although they have accepted the practice of necromancy for ciency. Duration: One hour per level of experience.
generations. and are famous for its deft use in military campaigns and
sieges. they find it an evil and worrisome professionJpower and do not Death Mask
encourage or praise its use. In the last 50 years. some Wolfen communi-
ties and warlords have gone so far as to forbid its practice. Range: Self
Duration: Four minutes per level of e}(perience.
Command Ghouls Saving Throw: All who see the death mask must roll to save vs horror
factor of 13.
P.P.E: 12
The spell creates a frightening looking death mask that completely
covers the spell caster's face. The mask provides the following:
• Disguises the character's normal facial features.
• Frightening visage evokes fear equal to a horror factor of 13.
• Wearer is impervious to all normal disease, poisons, and magic
sicknesses and curses.
• Prowl at 55%
Death Strike
Range: Self Range: Self
Duration: 15 minutes per level of e}(perience. Ouralton: One minute (four melee rounds) per level of experience.
Saving Throw: -2 Saving Throw: Opponents are -I to save.
P.P.E: 10
P.P.E: 25
This incantation makes 204 ghouls per level of the spell caster's e}(-
perience fear and obey the necromancer. This spell will affect grave Every punch, kick, or strike inflicted by bare handsJfeet or by hand-
ghouls, the Dybbuk and similar creatures, but has no effect on Dimen- held weapons such as a club or sword (excluding bow weapons. thrown
sional Ghouls or ghoulish demon lords. Also note that the Dybbuk weapons and guns), inflicts double damage. Furthermore, if the oppo-
nent is a magical or supernatural being, then the doubled damage will
3S be inflicted as if it were delivered by the required magical weapon.
Divining: Tombs & Graves , Shadows of Death
Range: Self Range: Self or 20 feet (6 10)
Duration: 24 hours per level of eJlperieoce.
Duralton: 5 minutes per level of c1{perience. Saving Throw: Standard
Saving Throw: SlaJldard P.P.E: 4S
P.P.E: 10 or 35
This magic requires the use of a wishbone from a large bird. First This spell creates strange and monstrous shadows but has two differ-
the bone is held in both hands. Upon activation of the spell. the bone enl applications. If cast on himself, the necromancer's own shadow will
starts to vibrate. and pulls the character in the direction of any nearby seem to have a life of its own, move independent of the mage, make
graves or tombs. When a grave has been localed. usually when the Nec- sudden or threatening movements, and generally look frightening and'
romancer is standing over it. the wishbone stops vibrating momentarify. unnatural. This adds +2 to the horror factor of Ihe mage and makes op-
and then points to the closest grave. For the cost of an eXira 25 P.P.E., ponents ·2 on all combat bonuses because the movements of the
the divining spell can locale a specific grave or tomb from among shadow are startling and distracting.
many. bUllhe character must know the name of the deceased (nue name
or popular name). Alternately. the shadows of death can be cast on others. In this case
the spell is considered a curse. Victims have a constant feeling that they
Kill Plants are being watched and/or in danger. They constantly catch glimpses of
movement and strange shadows from the comers of their eyes. This
Range: Touch makes lhe character paranoid and jumpy. plus he has trouble sleeping.
Duralion: Inslant. Penalties: Tired from lack of sleep and constanlly being on edge: reo
duce speed and endurance/fatigue levels by 20% and al~ combat bo-
Saving Throw: None, unless an intelligent life form, then standard. nuses are -I.
P.P.E: 10
This death louch inOicls 104)(10 S.D.C./hil point damage 10 plant Shadow of Doom (curse)
life per level the spell caster's experience. The killing touch is usually
perfonned as an act of vandalism, vindictiveness. or cruelty. Range: Touch or 20 feet (6 10)
Duration: 48 hours per level of eJlperieoce.
Maggots (insects) Saving Throw: Standard
Range: Touch P.P.E: 4S
Duration: Days unless killed.
Saving Throw: Standard This spell should be considered a magic curse. The cursed character
P.P.E: 20 is depressed and feels like the sword of doom is about to drop on him.
The necromancer can touch food or a dead animal and infest it with Penalties: -2 on initiative, ·1 on all olher combat bonuses and -20% on
maggots and wonns that feed on the dead. If the victim of the spell (for
example, the owner of the food) acts quickly. he can save 204)(10% of all skill proficiencies.
the food by boiling, deep frying, smoking. or taking similar measures to
kill the bugs and any possible disease. This magic cannot be used Stench of the Dead
against the living.
Range: 100 feet (30.5 10) plus 10 feet (3 10) per level of eJlperience.
Object Read the Dead Duration: 2 minutes per level of eJlperience.
Saving Throw: Standard
Range: Touch P.P.E: 6
Duration: InsUint
Saving Throw: None A magic mist covers the area when this spell is cast The mist stinks
of rotting meat and decay. The sickening smell causes all who enter its
are.a of effect to cough and retch twice per melee round (I S seconds),
plus the eyes water and 00 other odors can be smelled while in the over-
P.P.E: 8 whelming mist. Penalltes: Reduce speed, number of attacks per melee
and combat bonuses by half!
This spell gives the character a power similar to the psionic ability of
objecl read. only this power is limited to divining things about the dead. Strength of the Dead
Infonnation can be gathered from a corpse, animal carcass, skeleton,
skull. or a single large bone. The data is limited but helpful. Range: Self
Duulion: 2 minutes per level of eJlperience.
• General cause of death: old age. disease, plague, accident or mur- Saving Throw: None
der. P.P.E: 60
• Race or animal type. Starting with an intact. recently dead (within 24 hours) body. the
• Whether the creature suffered or not before dying.
• Whether or not magic was involved. Necromancer can draw OUI some of the deceased's past life force. This
• The length of time the creature has been dead: immediate (a few temporarily grantS the necromancer half the S.D.C. and hit points that
the creature had while it was alive. It is possible to use an older, more
minutes). recent (a few hours), quite a while (a few days), a long decomposed (up to one week old) body. but the amount of hit points
time (several months), years, or decades (over 20 years). and S.D.C. received will be only 25%.
Recognize the Undead Summon Magot (monster)
Range: Self Range: Not applicable
Duration: 10 minutes per level of experieoce. Duration: 12 hours per level of eJlptrieoce.
Saving Throw: Standard Saving Throw: SUindard
P.P.E: 8 P.P.E: 320
The spell caster is given the ability to automatically recognize all This impressive ritual plucks one hideous MagOi demon from its na-
types of undead, including vampires and vampire intelligences, no mal- tive dimension and magically places it before the summoning necro-
ter how human or innocent they may appear. This knowledge enables mancer 10 do his bidding. The Magot is automatically under the spell
the character to better prepare. himself for conflicts with these monsters caster's control and will obey him without question. The creature's time
(or to avoid such conflicts).
36
on the Palladium World is limited and it will warp out (going back 10 its Alphabetical List of
home world) after the duralion time of the summoning magic elar'SeS,
or when the necromancer bids it to leave. or when it is slain. For a de- Necromancy Spells
scription of lhe Magot. sec Pollodium Fon/osy RPGf} 2nd ~dition,
pages 323-324. Command Ghouls (10) - Fourth Level
Consume Power &: KnoWledge (20) - Fifth Level
Summon Vampires Death Mask (12) - Fifth Level
Death Slrike (25) - Eighth Level
Range: 1000 miles
Divining: Tombs &: Graves (10 or 35) - Fifth Level
Duration: 24 hours per level of experience:.
Saving Throw: None Kill Plants (10) - Fourth Level
P.P.E: ISO Maggots (20) - Fifth Level
Objecl Read the Dead (8) - Third Level
This rilual magic will cause ID4 vampires within a 1000 mile (1600 Recognize the Undead (8) - Third Level
km) radius 10 come to the necromancer within 12 hours (al nighl. of Shadows of Death (45) - Ninth Level
course). If there are no vampires in the area. then none will come. Only Shadows of Doom (45) - Ninth Level
wild vampires and/or secondary vampires mUSl heed the mystic sum- Slench of the Dead (60) - Second Level
mons. 'The master vampire and old secondary vampires are DOl affected, Strength of the Dead (60) - Tenth Level
nor is the vampire intelligence. Summon Magoc (monster. 320) - Thineenth Level
Summon Vampires (ISO) - Eleventh Level
MOSl vampires sec the necromancer as a kindred spiril and a polen- Summon Worms ofTaul (210) - Twelfth Level
lial ally. so they will gladly work with the Death Mage. 'The magic re-
quires the undead 10 Slay for 24 hours per level of experience of the Transfer Life Force (ISO) - Eleventh Level
summoner. However, they can dfOOS~ to stay longer if that is what they
desire; the only difference is the vampire is no longer obligated to obey Common Spell Magic Available
the necrornanccf. This means a free vampire ttUly continue 10 work with
the sorcerer. especially if there is a 10l of bloodshed, or if the creature to the Necromancer
likes lhe mage's scheme. Otherwise. the vampire is free 10 do as he
pleo=. As a spell caster, a necromancer can learn any spell. Some spells
(those listed here) fit righl into the necromancer's usual way of doing
Summon Worms of Taut magic and can be learned quite easily.
All spells not listed below will be more difficult. They can still be
Range: NOlapplicable
Dunnion: 24 hours per level of experience. learned (if the opponunity is presenled). but the cost for casting any
Sal'ing Throw: Standard spells not on this list is doub/~ th~ numMr of P.P.E. For example, the
P.P.E: 210 Armor of IIhan spell nonnally costs 10 P.P.E.. bUI will cost the necro-
mancer 20, and the Befuddle spell, nonnalty three. will cost six P.P.E.
This ritual plucks one or more Wonns of Taut from its native dimen- Most of lhese death wizards focus on spells thai are directly applicable
10 necromancy and don't learn a wide range of many O(her spells.
sion and magically places il/lhem before the summoning necromancer.
The crealUre(s) is automalical1y under the spell casler's control and will Necromantic spells can be learned by other practitioners of magic,
obey him without question. especially those who praclice spell casting (like the Wizard O.C.c.), but
executing any Necromantic spell by a non-Necromancer means spend-
NO( all wonns can be summoned. only the Nippus. Fir~ Worms and ing double the usual P.P.E. cost. Remember, most wizards. even evil
Tomb Worms. As many as one per level of experience can be sum- ones, will notleam or engage in the black ans of necromancy.
moned.
The' problem with this spell is that after the duration has elapsed, the Nole: The amount of P.P.E. needed by the necromancer is listed in
necromancer's control over lhe wonns is gone. but the wonns them- parentheses.
selves remain. All Wonns of Taut are exlremely aggressive and danger-
ous predators. See Palladium's Mons/trs & Animals™ for descriptions. Level One Level Five
Transfer Life Force Death Trance (I) Circle of Rame (10)
Globe of Daylight (2) Horrific Illusion (10)
Range: 1000 miles Sense Evil (2)
Duralion: 24 hours per level of experience. Sense Magic (4) Level Six
Saving Throw: None Fire Ball (10)
P.P.E: 150 Level Two Tongues (12)
This spell enables the necromancer's life essence to inhabit and ani- Concealment (6)
mate the body of a skeleton, corpse, mummy, zombie and even puppetS Delect Concealmenl (6) Level Ml'en
like a robot. The possessed dead thing has all the menial and physical Fear (5) Animate &: Control Dead (20)
powers of the necromancer, however, magic spells and psionic powers Constnlin Being (20)
Tum Dead (6) Life Drain (25)
cannOt be used, because the corpse has no P.P.E. or I.S.P.
Since the body is dead it is impervious to pain, hunger. thirst. f.· uvdThne
tigue. disease. drugs, poisons, gases, heat and cold. Also the sense of Breathe Without Air (5) Levd Eight
smell is lost and the sense of touch is about half of normal. Vision and Fuel Flame (5) Cocnmune with Spirits (25)
Ignite Fire (6) Exorcism (25)
hearing are provided by mystic means. If the body is destroyed. it is no
big deal, the spell caster simply relUm5 to his real. living body and can Luck Curse (40)
Minor Curse (35)
always inhabit another dead body if so desired. The spell can be used as ul'el Four Sickness (50)
Spoil (30)
an offensive measure or a sutMle means 10 spy or confuse. The spell Ley Line Transmission (30)
caster can disguise himself completely by inhabiling a recently de- Magic Net (7)
Repel Animals (7)
ceased individual or cooceal his Kkntity by inhabiting a corpse or skele-
ton. Note: The dead body looks ... well ... dead and conlinues to Shadow Meld (10)
discokK and decay. After a while, the dead body's stench will incretie Truce (10)
to lef'rible proportions, and body parts may drop off. 37
Lenl Nine Level Thirteen , •
Protection Circle: Simple (45) Sanclum (390)
Shaman D.C.C.
Le,'el Ten Lenl Jo'ourteen
Banishment (65) RQloration (750) The Shaman o.c.c. is definitely pan of the Clergy. along with Dru-
COnlrol!Enslave Entity (SO) KIs. Monks. and the Priests of light and Darlmess. Howcver, juSl as the
Le"el Fifteen path between a Druid and a Priest is very differo\!_ so the Shaman has
Le'"el Eae"en Transfonnation (2000) an entirely different way of perceiving the Palladium World and the
Create Mummy (140) way to mystic power.
Le"d T""d"e The Priest (Light or Dark) draws power from the god or gods he
Creale Zombie (250) Worships, While a shaman may wonhip a god Of gods. mosl don't put
their trust in any deities. and ate likely to fear them.
specific components
Druids believe in respect fOf nature, and in learning the power thai
Some average costs ror basic key components nature provides, Shamans complelely distrust nature as a cruel hoaxsler.
constantly playing tricks and occasionally la~hing out with deslructive
Note: The cost can be as muoh as four times greater depending on power.
the demaod, situation and exactly who the deceased may have, been.
1be COStS to necromancers is usually 50% higher because the compo- As for monks, well. anything having to do with isolation, or with
nent has greater value to the characler and shop owners take advanlage quiet contemplation, is unlikely to appeal to a shaman. Most shamans
of that. However. charging more than 50% above common market value sec: themselves not just as leaders, but as full members and panicipant.s
is rare for fear of retribution from the sorcerer. of their tribe. They gain their power not from gods. nor from nature. but
directly from their followers. from those people who seek their help.
Selling such items lO a magK: shop is likely only to command 10% of
the average selling price. Religious Attitudes
Brain: Cyclops - 3OJJOO+ gold The shaman basically dislTUSls the gods, and is even more skeptical
Brain: Ongon - 13OJX10+ gold of "Ofganized" religions. In the culture from which mosl shamans come
from, the most common Iegeocls describe how their people were lured
Brain: Mage a.c.c. - 15JX10+ gold inlO believing in some god. Of holy figure. and later betrayed by that
person or fora:. Considering the history of humankind. how often they
Brain: Warrior O.c.c. - 5.lJOO+- gold have used other races as cannon fodder. or pul into slavery those who
Bnin: Priest O.C.C. - 25JXIO+- gold have betn "convened,M this iStl't a bit surprising.
Claw: AnimaJ-ID6xlOgold
Claw: Bird (luge) - 100xl0 gold Also. priests of various dart gods have oflen venlUred among orcs
Claw: Creature of Magic (sphinx. elc.) - 3O,()()(H. gold and goblins. seeking the followeT$ they need 10 create a new religion.
Claw: Dragon Halehling - 25,000+ gold per pound Between the (almost inevitable) corruption of the clergy. and the unreli-
Claw: Dragon Adull- 10,000 gold per pound ability of evil deilies, naive worshippers have almost always ended up
Claw: Lesser Supernatural BeingslDtmon - 10,000 gold as viclims. And. when the forces of light arrive. it is the simple follow.
Claw: Greater Supernatural Beings - 50,000 gold ers who usually end up being penecuted. enslaved, or killed.
Claw: Ogre. Troll. Giant- 2(6)(10 gold
Eye: Cyclops- 100 gold For most shamans. history is quite clear. Gods are to be worshipped.
Eye: Diagon - 150.000+ gold but they are not to be trusted. And the religions of humankind never
Eye: Humanoid - 500+ gold seem to benefit the downtrodden races of the Palladium World.
Eye: Supernatural Being - 50.000+ gold
Hom: Animal (cow. deer) - 204)(10 gold Yes. a shaman may be religious, even devout. As to expecting any-
Hom: Supernatural Being - 2.000 gold thing. the shaman knows it is best to rely on the power thaI can be
Hom: Dragon - 100,000+ gold gained from followers and from those places on the Palladium World
Hom: Kilin - 20.000+- gokl where power flows freely (ley lines, etc.). They may also preach. Like a
Hom: Unicorn - 100.000+ gold self-taught evangelist, the character may have a unique view of faith.
Hooves: Animal - 106 gold and wish to communicate itlo others. Still, they are unwilling to pray /0
Hooves: Kilin - 20.000 gold the gods. especially in a group sening. For most shamans. religion is a
priVlte thing. quite separate from shamanistic ceremonies. chants. or
Hooves: Unicorn - 50.000 gold dream mysteries.
Tail: Dragon - 150.000+ gold
Tail: Mankore - 25.000 gokl Shamans of the Palladium World
Tail: Mooltey - 350 gold
Tongue: Supernalural Creatures - 80.000+- gold Shamans ate vinually unknown among most populations of humans.
Tongue: Dragon - JOO.()()(H. gold and would be a curiosilY anywhere in the Mcivilized" Palladium World
Tongue: Faerie Folk - 15.000 gold (Western Empire, Timiro. UncI of the South Winds. EasIefTl Terrilory.
Tongue: Humanoids (low level human. wolfen. etc.) - 500 gold Bizantium). However. there are "IOSIMtribes of humans in some of the
Wings: Rate Animal (gryphon. dntgond8Clyl. elc.) - 106x2000 gold more relllOle areas, especially the Yin-Sloth Jungles, the Great Nonhern
Wings: Common Bird (large) - 104)(10 gold Wilderness. Ophid's Grasslands and in the unexplored Land of the
Wings: Creatures of Magic (Sphinx. etc.) - 100.000+- gold Damned. Likewise. there ate no known stwnans among the Elves,
Wings: Dragon Hatchling - 300.000+- gold Dwarves. Gnomes. Kobolds or Changelings of the Palladium World. al-
Wings: Dragon Adult - 750,000+- gold though it is always possible that. primitive lribe of these people might
Wings: Lesser Supernatural Beings - 100.000 gold be discovered, complele with a native shaman.
Wings: Greater Supernatural Beings - 500.000 gold
Most shamans of the Palladium World are found among the less ad-
vanced cultures, and especially among those races who have been the
viclims and dupes of "civilized" humanilY. such as Troglodytes, Gob-
lins. Hob-Goblins. Orcs. Ogres. Dogres. and some tribes of gianl.
38
Part of the poor repulation of shamans can be uaecd to two races.
Hob-Goblins and Coyles. Hob-Goblins traditionally become: the shaman
of goblins, leeching the P.P.E. of their smaller brethren like vampires.
History is rife with dozens of outbreaks of Goblin violence, fueled by I
Hob-Gobiin shaman's Illempt 10 creale an army or nalion. Currently,
one Old Kingdom Hob-Goblin Shaman. who goes by the name: of Thjs-
s~hra Tommora ('"'forna" is said to hive assembled something called
the "Gobblely-Bloc," and goblins from allover the Palladium World are
thronging to her banner.
Possibly the most dangerous of III shamans exists among the Coyle.
While the Coyle are highly intelligenl individually. and as I group, they
liso lend to be driven by I group psychology that somelimes borders on
madness. Where mosl shamans milhl be able 10 assemble one or two
hu~ followers for ceremonies, al leasl one Coyle Shaman ("frr
Sucboul:' a high level shaman, now declared a criminal oullaw by the
Wolfen Empire) has been known to assemble over sixteen lhoosand fol·
lowers.
How others view shamans will vary widely. Ask any knowledge.
able practitioner of magic, whether Wiz.ard, Summoner or Diabolist. re-
gan:lless of persuasion. aboul shamans. and they'll allteJl you the same
thing. ''Those maniacs! 1bey know nothing of magic. They are just
meddling fools. playing with powers they have no way of comprehend.
ing ..:'
Shamans are often viewed as dangerous or "heretical" by many
churches and CUllS. especially in cilies. and are persecuted even more
than druids. Where druids are seen as basically harmless and ignorant,
nonhuman shDmons are often viewed as evil and beslial. Thus, shamans
may find banishment and stoning I common occurrence, and may even
be threalened with formal charges of apostasy (criminal heresy, punish-
able by imprisonmenl or death) or demonic possession. JuS! another
reason why these spiritual leaders are leery of mosl religions.
On the other hand, less educated people, including mosl wilderness
people, nomads. many farmers and peasants (human and nonhuman)
usually agree with mosl shamanistic philosophy and tend to see sha-
mans as friendly and helpful. For these people, it's hard 10 lell the dif·
ference belween nalural evenls (disease. migration of animals.
lightning, earthquakes) and attificial "magic': (spells. curses. etc.). To
them, the shaman is a man or woman of knowledge and wisdom who
understands the mysteries of the supernatural.
Shamanistic Duties
Among the "marginal:' persccUled races of Centaurs. Eandroth. Most shamans consider themselves to be the caretakers 01 their peo-
Railing, Tezcat and Coyles, shamans are often the primary leaders, and ple. The shaman's responsibilities 10 his followers includes healing,
divination (visions), and protection from demonic forces. Tribal sha-
usually the only tribal member wilh myslic power. Otherworldly sha- mans are imponant leaders as well. answering only 10 the chief and/or
mans are also known 10 exist, particularly on the world of the gargoyles,
where there are said 10 be gurgoyle shamans. Some lore also menlions the war chief. 1lley are one of the decision makers of the lribe and may
Couril and Shedim (demon) shamans. pass judgement on criminals and evildoers. Despite the size of the tribe.
there is seldom more than one shaman, allhoogh tribes of 500 or more
may have an offiCial, high level shaman (7th or higher), and several low
level (1-4) shamans working as assistants.
Working among the poor, expecting no more reward than a simple
meal and lodging. the shaman finds welcome al mosl villages, small
lowns, and among nomads, and residenlS of city slums.. 1bey usually try
10 do good. and to righl wrongs. whenever possible. Like other clerics. a
wandering shaman is often believed 10 be a prophet, for these religious
men often have visions aboul the fUlure.
1lle character of a player who selects a shaman O.c.c. will be •
wandering shaman, often quesling aboul the Palladium World for
knowledge and insight. Also. once a character completes his apprentice-
ship under a tribal shaman, he may go wandering in search of some
other group in need of his services. A final possibilily is that the shaman
is simply waiting to return to his/her old tribe. wailing for an old or
sickly elder shaman to finally die or retire so that he can assume his
mantle of power.
39
Shamanistic Chants , in a location where the character might end up in the future or has been
in the: pasl. Usually the dreamer has the: opportunity to convene and in-
In the place of spells. shamans usc chants 10 focus their personal teract with some person or creature mat the dreamer knows. or instantly
P.P.E. All shamans SIaJ1 OUI with knowing how 10 perform the five ba- recognizes (a relative. a dead ancestor. a mythic figure. etc.). In the
sic shamanistic chants described here. Learning other chants simply in- coune of the conversation. the character will have lhe opportunity to
volves either participating in a ceremony where they are used (in which ask questions about the future and/or himself. and to receive answers
case the shaman will automatically understand and learn the oew chant). and useful ad,·;u. While far from infallible. these dreams usually con-
or listening 10 someone else perform the chant. If the chant is only over- tain valuable hinlS. portents and suggestions.
heard. !he shaman will have 10 rolliwice: first 10 decipher the meaning
of the chant. and then. if the first roll is successful. another roll 10 learn While the dream has no real bearing on future reality. the character,
how to do il COfTeC1ly. Jf either roll fails. then the charw:let will have 10 who ellperiences the vision will have a positivc feeling abootthe future.
lr)' again another lime. Base Skill: 20C1l +5% pcr level of upe:ricncc. and will believe (euphorically!) mat the: drum has signifJCance for him.
Chanting always takes lime (204 minutes). whether in a ceremony. or
1bc: recipient of this chant will feel sleepy. yawning frequently. and
by a single shaman. may (if he likes) fall asleep immediately after the chant. or after lhe
ceremony where the chant was conducted. No mailer how dislUrbing
Chant of Blessing the dream may be. the character will receive the benefits of a full
night's sleep. even if awakened just fifteen minutes later.
Range: 20 foot (6 m) radius.
Duralton: 24 hours pcr experience level of the shaman. Chant of Exorcism
P.P.E.: 25 JUnge: Touch or 30 foot (9 m) radius.
Sninx Throw: Not applicable 10 those who want the blessing. Dur8tion: As kxl.g as the chant continues.
P.P.£.: 50
The shaman bestows. bit of mystical protection and power. Wh0- Saving Throw: Standard (for the possessing entity).
ever. or whalevU. receives the blessing gets +110 save vs magk:, +2 10 This powerful ceremony drives away any possessing entities or spir-
its within range. All undcad (including vampires) are also repelled. and
save vs poisons and disease: of all kinds. and +I on initiative (magical witt be forced to withdraw to the edge of the range of the chant. If the
alenness). Within a ceremony. all those who are panicipating receive entire ceremony is successful. at ilS end. those: who were possessed are
the blessing. but as an individual chant. the shaman can only confer the free and the: possessing force will be pennanently ClIpelled and forced 10
leave the general region for at least sill months.
blessing 00 a single target.
Chant of Healing
Chant of Divination
Range: Self or Touch.
Range: Self Ouration: Special
Dur8lion: I D6 melee rounds. P.P.E.: 40
P.P.£.: 30 Saving Throw: Not applicable
Saving Throw: None
Only one character can benefit from a single chant. but up to 40
This chant enables the shaman to see glimpses of the future. In this points of damage may be healed. 1bc: time required for healing is one
way the character can foretell the immediate. general outcome of open·
ing a door. meeting somebody. or taking an object (i.e. sense danger. melee round for each hit point or S.D.C. recovered.
power. ambush. retribution. evil. or good fortune. kindness. knowledge.
a leaming experience. and similar). In addition. the shaman can also Other Chanls
sense if I pankular person. place. or object is good or evil (or whether 1bc: following spells can be available as equivalent chanlS (any vari-
it's a place or objecl being used for good or evil). and if people are ations are noted). All chants require 204 minutes to perform. are best
likely to be friends or enemies/self-serving. This can be done by meet- suitcd for rituals involving several to hundreds of panicipants. and COSI
ing the person. or upon seeing the object or place. or having once seen
2x the P.P.E. of the equivalent spell. Most shamans seldom learn more
or visited it. but not from a description. Note: In all cases. the shaman than the common chants and 3-8 other chants. The: nature of shamanis-
must concentrate. focus his thoughts on that one person. place or thing.
tic magic is not pankularly well suited for melee combat.
orand chant for 204 minutes before he receives his glimpse of insight.
Death Trance (affects others: one: per every other kvel of the: shaman's
coune. he or those around him may elect to observe or ignore the sha-
man's divination. 1bc: chant can be loud and flamboyant (usually done eltperierJCc).
for show or intimidation purposes) or IS a soft whisper or mumbling.
Some people (villains in pankuJar) will IlOl appreciate (or allow) a Animate Object Mend Cloth
shamanistic divination 10 be performed on him - It least IlOl while he Astral Projection Mystic Ponal
or she is present. Breathe Wilhout Air Negate PoisonIToliin
Call Lightning PurifK:ation
1bc: chant of divination also senses the approach of any evil. good. Calm Storms RemoveCune
Circle of Aame Repel Animals
danger or treachery that will take place within 24 hours. However. it Decipher Magk Summon &: Control Storms
Detect Poison ThundeT aap
does not indicate who may be responsible or exactly when it will occur. Energy Bolt Tongues
Elitinguish Fire Tum Dead
Remember. time is a very tenuous element. perpetually changing. Fear (H.F. 16) Waler to Wine
This means the polrrtliol future can be altered or avoided. or may even Fuel Aamc Wink·Out
Ignite Fire
change of its own accord. Levitation
Chant of Dreaming
Range: Selr. or Olher by touch.
Ouralton: 1bc: drum usually lasts about ten minutes.
P.P.E.: 40
Saving Throw: Standard for others. none: for the shaman.
A dream will come 10 the character the nelll time he falls asleep.
This will be a vivK!. lucK! dream where the character is able: to intenK"t
with the elements of the dJeam and remember it all dearly. 1bc: dJeam
can take place in art imaginary place. such IS the: character's childhood
home. a beautiful forest glen. or I mythical castle:. or it may take place
40
Shaman O.c.c. Powers, lines. nexus points. and during special celestial events such as solstices
and eclipses. For example. if the ceremony takes place within twO miles
Abilities, & Bonuses of a ley line. the pooled power of the ceremony automatically increases
by 20%. Specific delails on the: amount of extra P.P.E. can be found in
I. Chants.. Described above. the Palladium fantasy RPG. 2nd edition, pages 181-182.
2. Sense Mystical POWCI'" (P.P.E.), Every shaman has an innate abil-
ity 10 sense: Potential Psychic Energy (P.P.E.), their main source of ~ the ceremony is in full swing. and the P.P.E. is available. the
JXlwer. Great amoon15 of P.P.E.• anything over 60 points. whether in the shaman can do any of the following:
area (such as in a place of power), or emilled by the casting of a spell.
will be inslanlly nociccd. and may even wake the character out of a Heal Ceremonlal Participants. The shaman can choose anyone
sound sleep. However, when the po....cr is not so outrageous, the charac- within the ceremony (including his or her self) as a larget rOT healing.
ler will hallC 10 focus his allcnlion in one of the following lhrec ways: Bleeding (including internal) inswllly Slops and begins to heal. The d-
reets and pcnallies of disease and poison are inswuly Slopped and alle-
Sense Ley lines. Like Olher mystics (including practitioners of vialedidispelledJhealed. although any hit poinl/S.D.C. damage already
magic), a shaman can sense the powerful magic energy emanating from done by il remains. Or. the shaman can I"C$IOCC hit points or S.D.C. at
the earth. 1llc character can trace the ley lines in the earth. sense nexus the: rate of one poinl per round/IS seconds of the healing ceremony.
poinlS (where IWO or J'l'lOI'e intersect). and clearly distinguish (even from P.P.E. Cost: Depends on the size and fervor or the ceremony. If the
a mile/1.6 km or IWO oro places of power (ley line junction poinlS). The shaman is controlling alleasl 100 P.P.E.. then the healing is free. In any
character will sense the gentle flow of magic energy as if it wen: some ceremony of less power. healing costs I P_P.E. per point of physical
kind of tingling breeze. genlly rubbing against the shaman's skin. Base healing or 20 points 10 Slop b1ccding or disease or poison. LimitatkMu:
Skill: 28% +2lJ> W kvel of experience. One person can be healed per every 100 poinlS ofP.P.E. available 10 the
shaman. but t& lota1 number thaI can be affected is limiled.IO half the
Smse Mystical Beings. The shaman can sense mySlic energy nKIial- healer's CUTTClllievei or experience: i.e. a 6th level shaman can heal up
10 th~ people during the same ceremony. a 9th level one can heal four
ing from omen. whclhcr ordinary folk or pnlClitioncrs of magic. magi- people. and 50 on. All those to be healed must be pan of the ceremony.
cal creatul"C$ (§uch as dngons) or the supematunl (Ihe undead. demons. even ir iI's simply laying unconscious at the feel of the shaman.
dcmentals. etc.). Anyone with a P.P.E. of 3 or less will seem "dimin-
ished.- those with a P.P.E. of 4 to 10 will seem "nonnal:' II to 20 will Ceremony to Invesl Po,,-e.-. Al the close of a ceremony. il is up 10
appear "full." 21 to.so will seem ··Iaden." and most wilh more than that
will seem to be "bursting" with power. Anyone with more than 100 lhe: shaman 10 decide where to put any of the ranaining power. The
P.P.E. will simply seem "blinding." If the shaman touches the subject. power can be directed anywhere the shaman likes. the only limit being
or if the subject joins !he shaman's ceremony. the measurement of the amount of P.P.E. available. This means that the shaman. or anyone
P.P.E. happens automatically. Otherwise. the range is 10 feel plus two else in the: ceremony. can be filled with P.P.E. up to their usual (mlJli-
feet (3 m plus 0.6 m) per levd of advaoccmc:nt. and il is necessary to mum) P.P.E. Ieyel. Likewise. the shaman can direct the power into any
roll for success. A failed roll means the character docs not sense the magical aniract capable of containing P.P.E. Finally. all the remaining
P.P.E. or cannot mcasure the energy level. Base Skill: 25% +5% per power can be "shared out" to the participants. so that everyone in the
level of experience. ceremony gets an equal piece of whatever is lefl over. dividing the
amount of power by the number of participants. Everybody who reo
Sense Confined Mystic Power. For the Shaman. touching any ob· ceives P.P.E. through inveslment feels invigorated and alen (no faligue)
jects containing P.P.E.. such as magical devices. scrolls. potions. and regardless of how long the ceremony may have been or how much they
especially rune anifacts. will reveal the energy contained within to be e",ened themselves as participants.
"straining" from the pressure of its containment. As with people. the
shaman gets a sense of the tOial amount of power contained in the item. For example. assume a ceremony consists of the shaman and 20 fol-
Note. a shaman can always detect the exacllevel of power remaining in lowers. and has 130 P.P.E. left .....hen it comes to a close. One possibility
his pel'S()nal magic anifacts. Touching allows for the sense to take place is for the shaman to simply share it all equally. so the G.M. would di-
automatically. otherwise. the range is 10 fcct. plus two feet (3 m piuS vide the 130 by 21 (the follo.....ers plus the shaman) for a share of 6
0.6 m) per leyel of advancement. and it is necessary to roll for success. P.P.E. each (yes. it's aClually 6.19. but the panial P.P.E. is lost). An-
Base Skill: 35% +5% per leyel of experience. other way of doing it would be for the shaman to first take their own
personal P.P.E.• say 45 P.P.E.. and then dole out the remainder. dividing
3. Ceremony or Ihe Shaman. The Shaman gathers together his or 85 by 20. which would give each follower 4 P.P.E.
her followers. and leads them in a myslic ceremony. attempting to mys-
tically link all their energies together. If Ihe followers of the shaman put Note: If the shaman is rendered unconscious. or removed (killed.
their respecI and trust into the rite. then some measure of their P.P.E. teleponed away. etc.). or otherwise loses control during a ceremony.
becomes pan of the ceremony. and is at the disposal of the shaman. then Ihe ceremony will suddenly end. half the: P.P.E. will be dispersed
Chanting or singing alone will proyide enough focus to get one P.P.E. (lost!). and the remaining P.P.E. will be distributed evenly among all
point from each ordinary person participating. Combining chanting with the remaining panicipants (up to each character's usual P.P.E.).
dance in a ceremony Ihat builds in momentum and intensily can get an
average of four (4) P.P.E. per participant. Panicipaling characters with Ceremonial Chants. Any shamanislic chant may be performed dur-
ing a ceremony. The dUTlllion. the basic P.P.E. COSI. and any saving
high amounts of P.P.E.• including OIher priests. praclilioners of magic.
magical creatures. and supernatural beings. dev()(e ~ of their P.P.E.• throws remain the same. whether the chanl is performed by the shaman
and can (volunlarily) provide as much as 70% of their P.P.E. ~l"Ie. alone. or whelher dozens 10 hundreds of panicipants chanl along. How-
ever. Ihe slrength or range of the chant can be doubled provKJed the sha-
All of the shaman's P.P.E. automatically berome5 pan of the ceremony. man e",pends double the: P.P.E. and alleasl 5O'll of the panicipanlS are
chanting along (their focus is crucial). For example. the COSI of a chanl
Howeyer. if the ceremony is disrupted and/or the people dislr.lCted or of uorcism is 90 P.P.E.• fOf" a normal range of 30 feet (9 m). bul dou-
scanered. the level or ayailable energy inslantly plummets to half and is bling the P.P.E. can double the range (ISO P.P.E. equals 60 feel/18.3
complelely gone al the end or one melee round (15 seconds after the nt- m). Doubling can be done just once. bul several different chants can be
uallcercmony is disrupted). performed during a ceremony. one after another.
Because there can be dozens. hundreds or even thousands of follow- 4. P.P.E. All praclilionc:rs of magic arc living ballerics of myslic cn-
tTS. the amount of P.P.E. that the shaman controls can be enormous. and ergy. The character draws rrom this energy 10 create magic and casl
a means of accessing tremendous amounls of magical energy. In addi· spells. Permanenl P.P.E. Base: 306. plus 40. plus the chll1lC1crs P.E.
tion 10 the power of lhe: panicipants. ceremonies can also benc:fit from (afler skill bonuses arc added in). Add 206 P.P.E. per addilional level
being conducted in places filled with natunl ps)'chic enc:rgy. such as ley of e"perience. slaTting wilh level two.
41
S. a.c.c. Bonuses: +2 to save vs possession. +4 to save vs horror •
factor (doubled during a ceremony or chant). and +2 to save vs poison Seas &
or disease.
Islands of
Shaman O.C.C.
the
Alignments: Any. but mostuc: of good alignmenlS (principled or scru-
Palladium
pulous), but flO( all. No shaman starts out miscreant or diabolic. al-
World
though some have been corrupted later in life.
In the pages that follow afe descriptions of seas. oceans and islands
Racial Restrictions: Ruc:ly human. elf, dwarf or gnome. Typically a (some inhabited. others not) of the Palladium world. Key features,
shaman is a member of the so-called "monster" races. places, people, communities, and politics are noted and often mapped.
Gender: In most societies. a shaman can be male or female. Adventures and adventure ideas are also prt'senled.
Attribute Minimum Requirements: I.Q. 9. P.E. 10. or higher.
O.C.C. Skills: The Sea of Despair
Sing (+20%) This large body of water stretches some 650 miles (1040 km) along
Dance (+15%)
Languages: Native Tongue at 98%. plus twO of choice (+20% each) the nonhern coaSt of the Land or the Damned. 1be water is colored a
Wilderness Survival (+10%)
HolistK: Medicine (+ 10'i\) blackish green, the resull of a combination of algae and seaweeds grow-
Dowsing (+ I()IA,) ing in the harsh nonhern waters. Most scholars agree that it is this rich
Recognize W~ Quality (+5%) mixture of sea vegetation. octopus and other aquatic life that attraclS the
Sign Language (+5) infamous sea serpentS who feed on them. The nonhern waters are
W.P.: Select one of choice among the most monster infested in the world. Many have speculated
Hand to Hand: Basic that the Sea of Despair is the nesting place of all Palladium's dreaded
The shaman can uchange hand to hand: basic for hand to hand: e;l(-
pen. at the cost of one "other" skill. No other type of combat is sea monsters, providing their young with the nourishing diet that they
available. need in their infancy before they move on to other walers.
O.C.C. Related Skills: Select six other skills at level one. plus select
two additional skills at levels three, five. seven, nine and eleven. All The multitude of sea serpents adds to the peril of auempt:ing 10 sail
these rough and treacherous northern waters and creates a natural bar-
new skills stan at level one proficiency. rier that segregates the mythical and mysterious Land of the Damned
from the rest of the I."ork!. Only the captains of the Kingdom of Bj:an-
Communications & Perfonning Ans: Any tium dare to sail these waters. and are able to make safe passage along a
Domestic: Any few secret routes. TI1ese secrets have been jealously guarded for over
Espionage: Any 200 years and they have never fallen into foreign hands (probably be-
Horsemanship: General or ExOlic only cause the real key to survival is nOl on any maps. but in the disciplined
Medical: Any training of the Bizantium naval officers). Yet even the sailors of Biz.an·
Military: None tium have not truly explored these waters and have nt'l't'r set foot on the
Physical: Any. except boxing and acrobatics. Land of the Damned. Much remains unknown about the Sea of Despair
Rogue: Any or the land she protects.
Science: Any
Scholar & Technical: Any (+10%) Sea of Despair Weather Table
Weapon Proficiencies: Any, except siege weapons and pole arm.
Wilderness: Any (+15% each) Roll percentile once al the beginning of the journey. Each lime the
Serondary Skills: Selecl five secondary skills from the previous list at weather "expires," that is. each time it runs out oftime. roll again.
level one, and one additional skill at levels twO, four. six. eight. len.
and twelve. These are additional areas of knowledge thaI do not get 01-20 Calm seas. mild wind, cool ",·eather. Every sailor prays for
the advantage of the bonus listed in the parentheses. All secondary exactly Ihis kind of weather. LasIS for 606 hours.
skills stan at the base skill level. Also. skills are limited as pre·
viously indicated in the list.
Starting Equipmflll: The character swts with one set of !ravelling
clothes. including cape or cloak. shin. panlS or kilt. leggings. fOOl-
wear. belt. etc. Special ceremonial garb includes some kind of
brightly colored sash or scarf. a noise·maker (gourd filled with peb-
bles. walking stick with bells. etc.). and a jar of colored paste or clay
(used for painting streaks, dots or other pallerns on the faces of the
shaman and the followers in preparation for a ceremony). Also a
bedroll, a backpack. a purse or shoulder bag. and a water skin.
Armor: Can use any armor, but starts with a suit of soft leather (A.R.
10. S.D.C. 20).
Weapons: Stan with one of choice, as well as a functional dagger.
Money: The character stans with a savings of 50 gold. Shamans care
lillie about money. as they usually exchange their help and services
for food, shelter and other needs.
42
21-30 Hlustery wind. Patches of clouds dot the sky, and the wind wind tends to stimulate Sea Serpents and cause storms. so roll on the
comes in gusts. randomly changing direction (by as much as thin>: de- Sea Serpem EIlCOUnler Tahle or Storm Tahle for every four hours of
grees) every few minutes. Ships that depend on wind will travel at only travel with a southwest wind.
about half their usual cruising speed. Lasts for 506 hours.
Sea of Despair Storm Table
31-55 Drizzle. Wann in summer, cold in spring or fall. and a sting-
ing spray of tiny ice panicles in winter. Drizzle. along with dense Roll percentile as necessary.
clouds overhead (neither the sun nor any stars are ever visible), is the
most common weather pattern of the Sea of Despair. Although naviga· 01-20 Siorm Squall. The speed of the ship must be reduced to
tion is nearly impossible, and visibility is too poor for anyone to try fol- nearly nOlhing. Allempling to continue is cenain disaster if the ship en-
lowing the coaSt, it's comparatively go<xf sailing weather. Lasts for counters reefs. See Ships and Stonns for damage and loss of direction.
100xlOhours. Duration is I D6 hours.
56-70 Driving Rain. Every person (including paying passengers) 21-4{I Storm with massive black clouds, rough waters. mast/sail
aboard ship will have to take turns operating the water pumps below damage which will require 104 hours to repair. 206xlO miles off
deck to keep from capsizing. Water-soaked sails will mean that the course, 60% chance of losing direction, and speed is reduced to one-
work of the sailors is twice as difficult. On the other hand. since the quaner speed during the entire storm. Storm duration is 204 hours.
wind stays heavy and constant, it's possible to do some good travelling.
Lasts for 406 hours. 41·50 Siorm wilh Lightning. Aside from the usual problems, there
is a very high probability that the ship will be struck by lightning. Not
71·80 Dead Calm. The temperature and humidity rises. even in the just once, but many times. Each lightning strike does damage to the
middle of winter. to the point where everyone becomes sweaty and un- mast and sails. and nearly always sets the ship on fire (fonunately. wind
comfonable. All food and fresh water supplies have a 15% chance of and rain tend to extinguish most, 90%, of these fires). Lighting does
going bad. During the Dead Calm. encounters with Sea Serpents in- 606 damage. Duration is 4D6 minutes.
crease dramatically! Roll on the Sea Serpent Encounter Table for every
two hours while in a Dead Calm. With oars. or with magical assistance, 51-60 Electrical Storm. This is similar to the lightning storm. ex-
it's possible to clear the calm in 306 hours. However. if the ship is sim- cept that the electrically charged clouds are travelling right at the level
ply drifting, ro1l204xlO hours to see how long the Dead Calm persists. of the water. Characters will be charged with static electricity. such that
their hair will stand on end. they'll give off sparks when touching each
81-90 Thick fog, Visibility reduced to 206 feet. Ships that maintain OIher. and odd glowing lights will surround metal objects. During every
normal speeds run the risk of crashing into hidden reefs or rocks. Safe minute of the stonn there is a 01-40% chance that ball lightning will oc-
travel is possible only if the ship goes very slowly. Every hour there is a cur. If so, a ball of glowing blue sparks (206 inches in diameter) will
75% chance tl)at the navigator will lose the ship's direction and that suddenly appear. and stan nying. rolling, and sliding around the ship in
travel will end up being totally off course. Encounters with other ships. random directions. Other than a danger from fire. the ball lightning is
castaways and nying creatures during thick fog depends on sound. since harmless (but scary!). Duration is 306 minutes.
there's no way to see anything beyond a few feet (on the other hand.
creatures of the sea will have no problem finding the ship. since sound 61-70 Giant Wave Storm. Mostly a wind stonn, the main danger
travels so well underwater). Lasts 606 hours. comes from the humongous waves that threaten to capsize and/or smash
ships. Whoever is steering the ship must roll against their seamanship
91·95 Rough walers. The ship's speed must be slowed by half. Sea skill for each of the massive waves, once every minute. A successful
sickness arnicts every non-sailor, and all loose objects will be slammed roll means that no damage is taken (although the contents of the ship.
around. and possibly broken. Lasts I D4x 10 hours. both cargo and passengers. are rocked and rolled; spd is half. all skill
performance -20%). Failing the roll means that the ship's hull takes
96-00 Storm! Roll on the Sea of Despair Storm Table. About the IO4x 10 damage. If during the course of the storm. the cumulative dam-
only good thing that can be said for the storms in the Sea of Despair is age to the hull exceeds the hull's S.D.C.. the ship will break into pieces!
that sea serpents tend to stay deep underwater until the storm has passed Duration of the stoml is 406 minutes.
by. Alihough storms don't tend to last very long, it is entirely possible
(if the dice come out that way) that one storm can follow immediately 71-80 Snow Squall. Instead of rain. the ship will be pelted with
afler another. Lasts 104 hours. driving snow. An inch of snow piles up every five minutes. In winter
this can last for 204 hours. but in any other season the Snow Squall will
Sea of Despair Wind Direction Table be just 406 minutes.
Roll percentile once every 204 hours, or as desired. 81·88 Ice Siorm, Probably the mOSt feared of all the cursed weather
that can be visiled upon the seafarers. Ice will stick to everything, in-
01-40 Northwest. This is the prevailing wind in the area. which cluding all exposed surfaces, and to any exposed sail. Sails must be
generally blows from the nonhwest. to the southeast. A perfect wind for furled or they'll rip apan from the weight of the ice. However. the slip-
those heading toward the Biz.antium end of the sea, but those heading pery ice that coats every surface means anyone allempting to move on
the other way (toward the west) will have to tack with the wind, manag- deck or climb masts runs the risk of slipping overboard (roll against
ing only half speed. sailing skill). In addition, movement speed and all physical skills are re-
duced by half. Lasts I O6xlO minutes.
41·65 North-Northwesl. Those travelling west will end up travel-
ling at less than a third of normal speed. Eastbound ships will also be 89-93 Gale Force Wind Storm. Sails must be furled (taken down)
slowed. but only by a few mph (roll 106). immediately. or the ship is in danger of being blown completely up-
side-down. Everyone should wear a safety line during the storm. since
66-85 West. Those heading west will be allempting to sail directly even experienced sailors can easily be blown overboard. Lasts 204
into the wind, and will make very liule progress (104 mph). On the hours.
other hand. anyone going toward Bizantium will be able to cruise at
maximum speeds. 94-97 Elemental Storm! A stann squall in which air and/or water
elementals are pan of the storm's fury. The elementals pound on the
86-95 Norlh. This is a frigid wind that drops temperatures down to hull. making frightening thudding and clunking sounds. but don't innict
well below freezing, and is a danger to the health of any travelers. Trav- any serious damage. They usually stop the ship dead in the water (de-
elers moving in either direction are in peril. and can generally only spite wind and waves). tip and shake it, unfurl sails (which may cause
move at about half the usual speed. damage). knock people off their feet and/or lift them inlo the air (but
not knock them overboard). roll or hurl barrels. swing masts and similar
96-00 Southwest, A hOi wind from the western sea is good in that it
pushes ships away from the dangerous coastline. However, the warm
43
harrowing things. The elementals may tum or spin the ship around in simple ncts. or easily speared, and there is no limit to the number that
circles and even lift the vessel completely out of the water! Despite all can be harveslcd.
of Ihis. damage to sails is Iypically limited to 206 each. and I O6xlO to
the hull. 16-19 Barren Island. Usually a barren outcropping of rock and
sand. used as a nesting place for seabirds. turtles. and other sea life.
98·00 Sea Cyclone. With a frightening suddenness. visibility around
the ship will clear. If il strikes during the day. the sky will tum 10 a 20-21 Mountainous Island. Rising straight out of the ocean. these
glowing green color. and the water will seem to glow a malevolenl islands look like the tops of undersea mountains (which they are!). A
green. At night the sky will lighten. and will seem to be dolled with favored place for dragons. the occasional sphinx, and predators such as
patches of dim glowing green. bot the sea willlum totally black. Expe- Dragondactyls. Peryton, and Gryphons. Most sea captains are wise to
rienced sailOtS will immediately batten down lhe hatches and set walch- avoid such places.
ers to keep an eye out in all direaions. When sighted. the cyckloe will
appear to be an enormous funnel of water. from 50-1000 feet tall (15.2 22-30 Exposed Sand Red. A ridge of visible sand (assuming Ihat
to 305 m). Whoever is controlling the ship can use their seamanship or lhe characters aren't stuck in a dense fog. or otherwise unable to see)
sailing ability to auempt dodging the cyclone. If a Sea Cyclone is head- extends for miles both 10 the right and lefl of the ship's path. Si~ the
sand reefs change from season to season. they never appear on any
ing for the ship. the character who is steering tw four chances to dodge maps. Dragging the ship over the reef is hard work. requiring the dig-
ging of. trench. and then the hard labor of physically shoving the ship
(roll under skill). If all fow rolls fail. then the ship will be hil. A ship hil over. but it's often quicker than u)'ing 10 go around. For every mile that
by a Sea Cyclone is tom to liny pieces. \ifled high into the air. and scat- the ship travels in an attempl 10 go around the reef. there is a 2% chance
tered over miles. Each character. animal. or object. caught in a Sea Cy· of coming 10 lhe end of the reef. and a 5% chance of finding a break big
clone takes 304xlO damage. The stoon moves quickly. u.sually enough to sail through. Exposed sand reefs are never very high. roll
blowing past the s~ip wilhin 406 minutes. 306 10 determine the number of inches that the sand Slicks up above the
Sea of Despair Random Encounter Table level of the water. Ramming into an unseen sand reef (say. during a
fog) does 10 points of damage per mph of speed.
Roll once II the beginning of every 8 hour segment of a trip through Note: There is a 10'10 chance that the sand reef serves as a nursery
the Sea of Despair. The Game Masler can roll 204 10 determine how for sea serpents! lbousands of tiny, voraciously hungry sea serpents
many hours laler the encounter willlllice place. borrow in the sands. They are harmless 10 a ship. bot anyone who walks
through the watery sand will find lhemsel\'es attacked by dozens of pea-
01-03 Bizanlium Royal Navy. The encounter is with ships of the nUI·sized attackers. Each is at -4 to strike. and does just one poinl of
Bizantium Royal Navy (roll 204 for the number of vessels in the: damage. but 306 of them altack each melee round. squirming their way
group). If the characters' ship. or crew. is in obvious distress. help will in through gaps in the chan.cter·s clothing or armor.
be offered in the foon of medical assistance. emergency supplies. or 31-40 Vlsible Rocky Reef. If visibilily allows. the reef can be
specific navigational direc1ions. They will nOl offer any maps. but they avoided by whoever is steering the ship (roll on seamanship skill).
will offer to lead lhe ship direclly back to Bizantium. Note that the Bi- Reefs are ridges of jagged rocks. jusl high enough to damage passing
zanlium Navy. while friendly and helpful. considers the pursuit of pi. ships. Damage is 25 points per every one mph (1.6 km) of speed. If
rates to be their primary duty. If any suspicion of piracy is raised. then that's enough 10 punch through the keel. then the whole ship breaks
they'll iruist on searching the characters' ship. If any suspicious goods apan on Ihe reef. If the keel remains intact. but the hull is punctured.
are found during a search. then all passengers and crew will be taken then the ship is intact. but with a huge underwater hole. O~ a ship
prisoner. put in irons. and the ship will be seized (if it is of inferior qual- hits. if it remains intact. getting off the reef is extremely urgent. If who·
ilY. from a Bizantiurn point of view. then it will just be scuttled). Resis- ever is steering the ship fails to immediately get away (roll on seaman-
tance to a search or seizure will result in hoslilities. ship skill). the ship will be bashed against the reef by the waves again
04-05 Inbound Bizantium Ship. This is a merchant ship on its way and again. each melee round doing another 50 points of damage!
home 10 Bizantium with a rich load of cargo from the Western Empire. For example. if a Bizantium Lighter with a Hull of 150 S.D.C.. and a
For a modest fee (100 gold. more or less). Ihe Captain will, if pleasant- Keel of 200 S.D.C., rams a rocky reef at full sailing speed (12 mph). the
ries are exchanged. offer to lead the ship safely to Bizantium waters. ship will take 300 S.D.C. and be broken to pieces. At half speed (6
()6..07 Outbound Biunlium Ship. As above, except thaI the ship is mph). the damage will be 150. which means a hole will be punched
on its way to the Western Empire. For a sliff fee (500 gold), the Captain through the hull. but the keel will be intact. so magical or other means
will offer to guide the ship all the way to the Western Empire. can be used to keep Ihe ship anoat. However. if the crew doesn'l man-
age to pull the ship away from the reef in two melee rounds (causing
08·10 Castaways. Up to eight (roll 2(4) castaways are found. another 100 points of damage). it will be smashed up anyway.
clinging 10 a raft. or to a ship's mast. Having been drifting at sea for
206 days, they will be eXhausted. maddened by thirsl for fresh waler, 4145 Underwater Rocky Reef. Submerged below the water. this
and in miscl1lble shape. Note: Because the castaways will be delirious.
and have little control over what they say. this is a golden opponunity kind of red is usually undetectable except by specially trained Bizan-
for the Game Master to inlrOduce tall tales, hints, or clues that lead the tium ship's captains (who know where and when to look for them). and
group off on other adventures. elemental SCOUts searching ahead for danger. Damage is the same as for
visible rocky reefs (above).
11-12 Wreckage. Scattered bits of a broken ship. consisting mostly 46·50 Seaweed Island. Gradually. invisibly. the seaweed staRs to
of water-soaked lumber. A large number of sharks will be seen drifting build up in an area. such Ihat a ship will be slololo·ed. and eventually en-
lazily around the wreckage. bot no bodies can be found. If a careful tangled. Ships lake no damage from running into seaweed islands. bot il
search is conducted (it lakes 106 hours 10 do it properly). it's possible lakes 306 minutes (and a couple of successful sailor skill rolls) 10 free I
10 learn the identily of the losl ship, and 10 scavenge a handful of intacl vessel. illere is also a 20% chance of encountering Sea Serpents while
barrels Of boxes of cargo. entangled.
1).15 F"ISh Swell. A phenomenon of these strange waters is that of a 51·55 Harptes. 104+1 Harpies looking for death and destruction.
freakish school of fish that numbers into the millions! Some instincl They will wail for an opponunily to auack. but will nee if even one is
draws them logether (perfiaps it is I defensive mechanism against sea slain or seriously hun. However. if there are any reefs in the vicinily of
seTpCflts?). so they fonn • veritable island of fish. While differenl spe- the ship. the Harpies will ~fer to wait. simply following the ship from
cies engage in this behavior. nearly all of them are IWO to three feel a distance. Then. JUSt when the opponunity for distraction is perfect.
(0.6-0.9 m) long. and good eating. They can be hauled on board with they'll swoop down to attack whoever is sleering the ship. hoping for a
""".44
56-60 Perylon. Two hungry Peryton will anack. trying to kill and/or 74·80 Dimensional Aberration. The sky turns green. yellow. crim-
snatch at least one person as food. They will leave only when driven son, stark white or some other weird color and the air has a strange
away and hun. or if they manage to take off with a victim. 2-4 Gryphon smell to it. Those sensitive to such things will sense a sudden rise in
can be substituted. P.P.E. and the cr'<lckle of mystic energy in the air. Wind speed will sud-
61-65 Kappa. A group of 206 looking for prey will spot the ship. denly drop to half and strange things happen. Roll on the following ta-
Rather than anack immediately. they will submerge themselves, and ble to determine possible incidents.
swim underneath the hull. Auaching themselves with coral knives and 01-25 Small rocks or hail drop out of the sky like rain: do a total of
seaweed ropes. they'll ride along for a few hours before doing anything 306 damage to sails and everybody on deck. Thankfully, the strange
al all, Since they can hear exceptionally well. they'll listen through the rain lasts only 204 minutes and the skies and wind suddenly return to
hull, and try 10 figure out the number and location of all the ship's crew normal.
before attacking. Their favorite tactic is to wail until nightfall, or for a 26-50 Thousands of tiny deformed fish or tadpoles with one large
fog or storm. so as to attack when the crew is least able to defend them- eye drop out of the sky like rain. They cause a terrible stink until they
selves. If the ship seems tOO tough for them to handle (for example, if are washed from the deck. Thankfully, the strange rain lasts only 106
there are only four Kappa, and the crew numbers twenty or more), Ihen minutes and the skies and wind suddenly return to normal.
they'll sellie for doing a linle sabotage. like cuning through the ship's 51-75 A sudden fog appears and envelops the vessel (night or day).
ruddcr. just enough so it will snap off during a storm. rendering the ship All that can be seen is wisps of white: even the sun or stars are com-
unable to steer. Or they might engage in the robbery of food. alcohol. or pletely obscured, and all sense of direction is lost. The fog seems to last
coins and gems, only a half hour. When it clears, the ship is at its last known location but
66-69 Dragondactyl. 104 Dragondactyls swoop down to cause 104 days have passed, pluS if it was day it is now night or vice versa.
mayhem and destruction. They will only anack livestock on deck or 76-00 Same fog as above. but when il clears, only ID6 minutes have
sailors in a crow's nest or perched on the masts - even then they are passed but the ...essel is 3(6)( 10 miles off course.
likely to be satisfied with knocking people down or into thc water, They
leave after 204 harrowing melee rounds or after one has becn killed. 81-84 Entities. I D4 entities (typically poltergeists or haunting enti-
Nole: Dragondactyls. Peryton and Harpies sometimes circle ships in ties) appear to cause confusion and mischief. They will stay for 406
distress like vuhures. waiting to strike and feed when most arc dead and hours before ...anishing.
the rest are too weak to put up much of a fight,
85-96 Sea Serpent Encounter. Roll on Sea Serpent Table. A preda-
70-73 Angry Elementsls. An air or water elemental (01-70 minor, tory creature from another worldIRPG may be substituted.
71-00 greater) swept from their natural domain and into the Sea of De-
spair through a dimensional ponal. The creature will whip up winds, 97-98 Dragon. Either a Nightstalker. an Ice Dragon, or a Great
may create a storm and will strike at the ship (sails and masts are most Homed Dragon will t1y down toward the ship, loudly roaring out a
vulnerable to damage) and/or crew in frustration for 104 melee rounds greeting, Although threatening, il will not appear to be anacking imme-
and then SlQrm away and vanish in the distance. Note: If provoked, the diately. The huge creature will demand to know the ship's mission
elemental might fight until destroyed, (whatever it is told. it wil1think it o...er, and give its grudging approval).
Then the dragon gets down to business. It will inform the ship's com-
45
pany that there are dangerous sea monsters In the area. and that for a
modest fee. it will offer "protection:' If anyone seems willing to negoti.
ate. the dragon will ask for 25'1> of all the ship's gold and jewels. Actu·
ally. aFler hard negotialing, most dragons will sellie for eJtlOJting as
linle as 100 gold (at which point they'll grab their loot and disappear for
good). However. if the reward is great enough (1.000 gold or more).
and if the characters insisl that paymenl be made alu, the ship leaves
the Sea of Despair. then the dragon may be persuaded to stick around
and play guardian. While a dragon is on board (il will be too lazy to ny)
il will insisl on being fed and provided with good beverages (the
equivalent of fifty meals, and four barrels a day). but a dragon will keep
any Sea Serpents. nying predators and sharks from coming anywhere
ncar the ship.
99·00 Water Bat. This friendly creature will chase away any sea
serpents, provlde direclions and information. and aid if it can. Will lin·
ger for 204 hours if engaged in good conversation.
Note: In addition to the e:uraordinary encounters above, mosl ships
travelling through the Sea of Despair will have a large number of en·
counters with ordinary sca life. Schools of fish. octopus and squid will
be spolted every hour or two. Rocks of many differenl kinds of sea
birds will use the'ship's masts for a resting place and some sea gulls
will even try to beg for snacks. Intelligenl marine mammals like dol·
phins, whales and killer whales can be seen every few hours, and may
hang around for an hour or IWO, satisfying their curiosity. More omi·
nously. 204 Moo Sharks will follow lhe ship continuously (although
they will disappear whenever marine mammals show up). Most of the
time they'll just snap up whatever garbage falls overboard. but large
numbers (806) will congregate around the ship during storm weather!
Pirates seldom venture into the Sea of Despair. but may be encountered
along its OUter edges and toward the Sea of Dread.
Sea of Despair Sea Serpent Encounter Table
Roll percentile once every eight hours or as desired.
01·25 Sea ~pents (Slrangkr). The Slr.UIgler variety of Sea Ser·
pent is found only in the Sea of Despair. Typically, these huge creatures
(usually over 200 feet long, and weighing over eighl tons) have 250 hit
points, 480 S.D.C.. and A.R. 14 (the A.R. of the head is only 10. but the
Strangler rarely lifts its head above the water). 11leir taclic in dealing
with I ship is quite simple. The lail whips out of the waler. cracks
across the deck, and then nops back down into the waler on the other
side, entangling the ship in the coils of its body. Then Ihe Sea Serpent
stans to squeeze. in an attempt to completely crush the vessel. Every
melee round. this squeeze is capable of doing I D6x 10 damage directly
to the ship's hull. If the cumulative damage ever exceeds the hull's
S.D.C., then the ship will be crushed. and immedialely Slart to sink.
Once broken, the Sirangler will move a short distance away. and al·
lemptlo eat any living beings, one al a lime. swallowing each in a sin-
glegulp.
Driving away the Stringier is only possible by innicting sufficienl
damage. The creature must lose al leas! 80 hil points. or il will just keep
trying to crush the ship.
26-40 Sea Serpent: Snaggled Tooth Gobb~r. The creature attacks
out of simple hunger. It will nee after ealing II least 300 pounds of liv-
ing creatures. or if badly hun (any attack that affecls hil points). 154
H.P., 212 S.D.C.. A.R. 10 and 19 P.P.E. Has all Islleve! psionics plus
EXlended Telepathy at 2nd level proficiency (SO I.S.P.).
41-5S Sea Serpent: Horned Ramrod. It will bailer the ship for al
leaSI six melee rounds, doing lD6xlO damage to the hull's S.D.C. If it
hasn't punched in a hole in six melee rounds. or if it is seriously al·
tacked (to the point where it loses hil points), the monster will jusl swim
away. On the other hand, if il can Slart punching holes in the ship, it will
Slick around and try to finish the job.
S6-6S School or Horned Ramrod Young. Minialure versions of the
Homed Ramrod, 406 of these crealures will won: logether. altempting
10 punch a hole in the hull of the ship. Each of the young will behave
46
dirferenlly. depending on how big il is. Firsl. the Game Master should sive thaI they will ram and shaller. or capsize. any rowboat or life raft
roll 206+4 10 delennine how many fcctlong each one is. Those Ihal are and allempt to devour anybody who falls or enters the waler. Bite does
len feel (3 m) or longer. will immediately seek OUI any warm-blooded 606 damage. head bull 106. slashing tail 206; average 260 hil points
prey in a fr2n1K- anempt 10 consume meal. 1nc smaller ones. less than (includcs S.D.C.) and has three anacks per melcc. Delailed in Monsters
len feel (3 m) long. willlry to find a place to hide. and then will wail for & Animals. pg. 192.
I quiet time. and a lone yklim. Each of the young has IWO hil points and
four S.D.C. per fOOl of length; A_R. 10. and one P.P.E. per fOOl. Eyen 80·94 Sea Serpent: Viper. A maddened sea serpent of the Viper
the smalksl can do 206 damage from a head bull and 106 damage wilh type attacks wilhout mercy. It usually SIartS by breathing fire. allempt-
a bile. ing 10 sel !he sails and det"k on fire. Then. once things are in 100al chaos.
il will fight unlil it swallows a meal (2-4 human-sized viclims will sat-
66-75 '''Sea Demon" Giant Squid. These 80 fOOl (9-24 m) long isfy ils hunger). or unlil it is killed. 14() H.P.. 200 S.D.C.. A.R. 10 and •
monSlrosities haye been known 10 Illack a small ship. rowboal. rafl or 30 P.P.E. All lsi level psionks with SO I.S.P. plus the physical psionic
diyers (they even somelimes allack dolphins and young sea monslers) abililies of telekinesis and lelekinelic punch. which it will use to knock
- lhey are especially large and aggressiYe in the Sea of Despair. The poIential yiclims off lhe det"k of the ship. into the water). NOie that es-
gianl squid will fight till alleasl 75% of ils hil points and S.D.C. are lost caping the Viper is usually impossible. as il can swim far fasler than any
or il has managed to snag ilSclf 11)4 crew members or liveslod. !hen ship (35 mph)!
slips back into !he murty darkness. In this cursed sea they average 7S
H.P" 90 S.D.C" A.R. 8 and IS P.P.E.; has silt auocks per melee and 95-00 Swarm of Serpent Young. Hundreds of serpent young
does 306+6 damage with tentacles or 11)4)(10 with beak. Sec the Mon· swann the waters surrounding the ship. Many of these voracious preda-
sters & Animals ~urcebook. page 190, forcomp1ete details. lors will simply try to eatthcir way through the wood of the hull (this is
one of those cases where a Bizantium Stone Ship is a distinct advan-
76-79 White Death. One or two. huge. 2K foot (8.4 m) Great White tage). Others.will allempt 10 jump. wiggle. and crawl up the sides of the
Sharks follow the ship. especially small yessels. and occasionally slam ship. Each is between six and nine feet long (1.8-2.7 m;'roll 11)4...5
into it and raise their upper bodies OUt of the water 10 snap al anybody fect). with 30 H.P.• 40 S.D.C.. and a bite that does 206 damage; fire
who may be within reach! These monslers are so large and so aggres· does double damage. They don't swim very fast. so il is usually best to
just oulrun them.
•
.
An adventure into Despair
.
Firsl. it's up to the Game Master 10 get the players onto the Sea Eventually. the scenario should sian on a ship in the middle of !he
Sprite. a schooner owned by Captain Yatcs. Sea of Despair. with the following:
The purpose of !he voyage is simple. The Caplain has been hired by Afler being losl in a fog for over Iwenty-four hours. the air dears.
the Eastern Territory to dian the edRe of the Sea of Despair. Only lhe and the call of "Land Ho" sets lhe ship's crew scunying. No sooner do
Island Kingdom of Bizanlium has maps of this sea. bul il is a trade se- lhe characters catch sight of land. when an unnatural slonn envelops the
cret that is jealously guarded. Hoping to CUI into Ihe Bizantium market ship. Regardless of the crew's yaliant effons. the Sea Sprife will be tom
in sea serpents (See the Kingdom of Bizantium and ships). the Eastern apan by the jagged rock and coral near Storm Ha"'cn Point. The ship is
Territory government is again auempling to furnish their own sea route. lost and everyone is cast into the sea. In other words. the real advenlure
The officials of Bizantium view this with mixed fcclings. but have been begins once the characlers are shipwrecked at Stonn Hayen ...
gracious enough to offer the use of their pons as a base of operations.
This is a diplomatic ovenure more than anything else. Besides. they The stonn subsides as abruptly as it appeared. The Sea Sprite is a
know how treacherous those waters can be and can afford to be mag· splinlered heap of wood. precariously lodged on the coral reef that
nanimous. sliced her in two. Cargo. pieces of wood and the bodies of the dead
swirl and pilch about the gnarled waves of the rough nonhern waters
How should a Game Master get the player characlers on the Ship? like some grim dance of death. Any good sailor knows that the blood
From any pon where the player group happens to end up. the chardcters will soon anract sharts and the hungry waves will devour any man who
will be approached by Captain Yates or one of his crew. and be offered is no! a Strong swimmer (a swim skill of 75% or less will no! make it to
"the best benhs" and "a nice piece of spending money," if only they'll shore) or who has no! secured himself 10 a piece of buoyant wreckage.
sign on as guards or crew. If this is nol suilable 10 fit inlo an ongoing
campaign. perhaps the pany has paid for passage or is down on ils lock The players musl now struggle to surviye hanh. cold waters. drown-
and is worting for their fare. 1llest: art only suggeslions. The Game ing. and !he likely threat of sharts and eyen sea serpenlS. The only
Masler is "'ieloome to adjusl the situalion as he or .she sees fit. chance for survival is to make it to shore. The char.tClers may try to help
their shipmates. but the still yiolent sea and the arrival of sharks will
C.M. Notes: While on !he ship. the players and crew will be bom- make this a hopeless task. The pla)'er chlll1leters will have enough
barded wilh gossip about !he Sea of Despair and ilS lrCacherouS. sea ser- lrouble saving lhemselyes and their fellow playing charac1ers. lei alone
pent laden waters. Spirits are low and adrenaline high when the ship more than a handful of NF'Cs.
sets sail for the wesl. The Game Master should provide some encoun·
ters during the voyage over !he next few .....ccks. but they should IlOI Char.teters will have only whal items they had in their possession the
jeopardize the Sea Sprite' 5 mission 10 chan passage through the Sea of moment the ship crashed. It is impossible to retrieye any personal ani·
Despair. AllOIher ahemative to the three or four or five wcck sea adven- des from the wreckage of the ship. which threatens to slip into the sea
ture would be to simply jump ahead in time. saying that the lasl few at any moment. It is also impossible to select any specifIC piece of
wccks have been fairly uneventful. but now the Sta Sprite has entered wreckage for salvage or 10 retrieye anything that has fallen into the
the Sea of Despair and everyone is nervous. Again. the G.M. may want waler. Characlers in chain mail or heavier armor will sink to their doom
to include a few advenlures/encounters of his own design or use the unless lhey manage to eithcr remove it or are rescued in one of the fol-
Random Tables provided earlier. Game MaSlers should realize thaI they lowing ways:
haye the option to digress from. add 10. or aller an adventure scenario to
filtheir individual tastes and campaigns. I. The armor is immcdiatcly rcmoved. This requires three successful
rolls oul of fiye on percentile dice. Each roll of 60% or higher. means
that person stripped down and can swim to the surfacc. but ALL posses-
.7
sions arc lost! No exceptions other than rings, and firmly attached jew_ Whether the group stays where they are. head toward town. or move
elry, or items aclually sewn into !he undergarments. away to the nonh. they will be mel by a patrol of smiling rideB looking
to give survivors, "a lift 10 town,"The palrol will consist of a dozen rid-
2. One or IWO comrades swim down and pull himlher up 10 the sur- ers in slUdded leather (a militia?), each armed with a short sword, knife
face and help secure the drowning characler to a nooting piece of de- and spear. Half arc women. The apparent leader is a man named Raf, a
bris. Half of the annored person's possessions are losl when he/she 3rd level mercenary. anarchist, 20 hil points and 28 S,D.C. The align-
sank, a.M:s discretion. menLS of the riders arc genelllllly anarchisl and good. Raf and !he others
will engage in small talk and lislen 10 stories about the wreck wilh a
3. Magical armor that is lightweight or weightless will enable lhe sympathelic ear. Unfonunately, their lrue intentions arc 10 imprison the
charkler 10 swim or gllllb floaling wreckage. If it is removed. magically group as slavC'S.
weightless armor does not noal and will slowly sink 10 the bottom.
Leather armors will innia a -I()'I, swim skill penally. but do not se- In town, !he group will be taken to a son of bunkhouse hospital,
verely impair OOC"s abilily 10 swim or nOli. given food, wann clothes and a bunk to sleep on. Raf or some OIher
authorily figure will bid them a good nighl's resl and instruelthem that
4, Magical means such as noat. swim like a fish, walk on the wa\'C'S. uccpt for the severely injured, they are to be taken 10 the Cily of Cas-
telekinesis, ny, summon elemental and similar can also be used to save
oneself or OIhe:B. sandra. "The Cassarxtllll government will sec: 10 their plight, arrnnge for
M,all14'hil,. sharks appear in the water as soon as the ship breaks up. a new ship, etc. This is reponed to be standard procedure which must be
Inilially, the sharks will auack only dead and bloody bodies. However, followed, so challllcters are not be allowed wander around !Own or buy
104 addilional sharks arrive every minute! Eventually. there will doz- anylhing other than food or clothes, They will be laken to Cassandra at
ens. perhaps a hundred. who will stan attacking any living being in the the very crack of dawn.
water. Since there is a vinually unlimited supply of sharks. getting out
of the water is really the only reasonable way to survive. If a character slips out of the bunkhouse he will overhea~ some dis-
turbing snippets of conversalion and make the following observations.
~ .:,...,\ . . The specifics will vary with each game and each character's choice of
explolllltion. The a.M, will, of course. react accordingly (see lown de-
/ scriptions). However, genelllllly the following will. be seen or overheard
from guards and/or workmen.
A"'S-. -
I. With the exception of Raf and a few other men, only the women
With Coopelllliion, !he group will be able to save themselves and carry weapons and ....ear chain or studded annar. Only women hold p0-
maybe a few Non-Player CharacleB (NPCs), and make il 10 shore (al sitions of power, including priests and warlocks.
least a half mileJO.8 km swim), The current will nudge !hem along al I
slight angle to the north, which should place !hem aboul four miles (6.4 2. The women seem to bt in charge. A linle unusual in this male
km) nonh of StOl'"m Haven Point and !he town. As they swim or drift dominated ....orld. but no! unheard of.
to shore, !hey will sec: a lighthouse tower at The Point and a dozen or so 3. Laborers. predominately men. continue 10 work at salvaging the
small boats begin to leave shore and head toward !he sinking S,a Sp"'''. Sra Sprirr throughout the night. This includes the cargo of food and
equipmenl. rope. taltered sails and the wood of the ship. All are being
Presumably they are fishermen from a town going out to rescue survi- Slored in large warehouses al the northeast pan of town.
vors. Tl\ere is no reason to suspect otherwise. Continued observation
will show a cluster of about 30 boiLS picking up crewmen, cargo and 4. StatemenLS overheard include such phrases like: '"The authorilies
wreckage. in Cassandra will know uactly how to handle these mrn:' And. "New
slaves arc always welcome:' "They'lIleam 10 live by our laws or die."
On dry land once again, the group will find themselves on a stony "They'll never leave the island:' "The fools don't suspect a thing."
beach surrounded by forest. The most direct route to town is a four or And. "Tomorrow. a patrol will begin searching the forest for other sur-
five mile (6.4 to 8 km) hike south. along the coastline. vivors," as well as similar comments and snippets of conversation.
5. Further nosing around may reveal that the group and a handful of
other survivors (304 NPCs) are expected to become a willing part of
this island communilY or become slaves. or be slain.
6. They are on an island known as umaria (it's nOl on any known
maps). somewhere in the Sea of Despair.
7, Here men appear to be subservient to women, and often enslaved.
Aggression and free-spiritedness by males are considered dangerous
and antisocial behavior.
8. Isis and !he gods of her pantheon are !he only gods worshiped -
many references 10 them,
Note: If a member of the group is caught snooping around, helshe
will be laken 10 a privale room away from the resl of !he group. If in-
quiries are made, the group will be told thai !he character took ill with
fe\'er and is in quarnntine. a,M,s should give the players hints about
their impending captivity and slavery. especially if they actively allempt
to gather information.
Escape from the bunkhouse hospital, as well as rescuing any
friends in alleged quarantine (in the basement of the same building), is
possible if people act quickly and nee immediately into the woods. See
Bunkhouse Hospital description for details.
If guards are killed, especially a woman. the group will be declared
ruthless murderers who are considered anned and dangerous. The fugi-
tives' social status is automatically reduced to slave because of their
violent and antisocial behavior. If they can not be captured. !hey will be
48
hunted down and killed! Patrols of si;l( to eight soldiers will immediately The lown of Maginsa is comparatively small and subsists mainly
search the town and the edge of the forest on foot. With dawn's first on fishing. A small faction has taken to cultivating oysters on the reef.
light. a dozen patrols of 6-8 soldiers on horseback will begin to search Travel time between the two communities is about 8 hOUfS walking at a
the woods with the aid of two resident rangers. Town warlocks may brisk but measured pace. and a mere one hour on horseback at a fast but
also send fonh phantoms and elementals to track down their quarry. reasonable gallop.
From this point forward. see the individual descriptions of island ar- Vergis Point is a small jut of land in the nonheast. used as a land-
eas and towns. The only way off the Island of umaria is by mystic mark by the fishermen of Maginsa. A small farming community of
means. Evenlually. the group should hear rumors of dragons living in about a dozen or so families work the land and fish the waters.
the Forbiddt:n Area who might be convinced to help them. Another
possible ally is an evil priest or mage on the Forbidden Island of Set A Kappa colony is known to exist about five miles nonhwest of
who is said to have the means of leaving the island. However, this Vergis Point. All attempts to communicate with the tiny. mischievous
should happen only after numerous island adventures. water creatures have failed. Fonunately. there have been no major alter-
cations with the Kappa. although the fishermen of Maginsa constantly
Isle of Lemaria complain about ruined nets, broken tfllPS and cut fishing lines. Actual
physical skinnishes have occurred but rarely produce serious casualties.
. The Kappa are more of a nuisance than a vindictive enemy.
Based on concep!:S and suggestions by Randi Carlier Storm Haven Point is the area where foreign ships are lured to fall
victim to hcr rocky shoals or warlock created storms. The tiny town of
The: island of Lemaria is unknown 10 most of the world: only Cap- Storm Haven is completely designed and organized for the retrieval and
tains of Bizantium may know of its e;l(istence. The island is roughly 36 salvage of wrecked ships. A tiny. but efficient fleet of some three dozen
miles (57.6 km) long and 18 miles (28.9 km) wide. II is nestled about small boats. coordinated by the warlocks' guild. conducts all rescue
300 miles due west of the Island Kingdom of Bil8Iltium in the Sea of (capture) and salvage operations. The fleet is assisted in their chores by
Despair. Thc: Sea of Despair is shunned by most seafaring men for its lesser and minor elemenlals. The town consists of approximately 300
throngs of sea serpents and all manner of hideous monsters and evil people. many of which are craftsmen and 10% of which are female war-
forces. Thus. only the victims of shipwrecks, misguided vessels. and locks. Warehouses, docks, slave pens and the largest stables on the is-
evil forces visit the island of Lemaria: although it is also know to (and land (for transponation of salvage and slaves) make up most of the
avoided by) the Bizantium Navy and e;l(perienced sea captains of that non-residential buildings.
nation.
The Halto Trait is a 10 mile (16 km) stretch of din road surrounded
Despite rumors to the contrary. umaria is not in leaguc with evil by forest. It connects Storm Haven directly to Cassandra.
forces. At worst, it is a paranoid. oppressive society of warrior women.
Their tactics of waylaying ships to obtain new supplies, wood, slaves Kelton Road is a sh; mile (9.6 km) length of road that connects Cas-
and men is no less unethical or evil than a kingdom waging war on a sandra to the town of Amoria at the base of theCatseye River.
border town or neighboring kingdom. In truth, the assaults waged by
Lemaria on passing ships are less bloody and ruthless than most mili- The lown of Amoria is an agricultural center with the richest land
tary campaigns waged by nations elsewhere. In the hearts and minds of on the island. Crops surround the town. Kelton road and pan of the Cat-
the people of Lemaria, their actions are not motivated by evil. but by seye river. The town itself is involved with the processing, storage and
survival and by the will of their goddess. Isis. transponation of crops to Cassandra. It is also the last vestige of civili-
zation before entering the Forbidden Area.
Thc: temperatures on the rocky island are somewhat more modcrate
than the neighboring Northern Wilderness of Bizantium. with mild win- The Forbidden Area is the entire western portion of the island. Its
ters and cool summers (70 to 80 degrees Fahrenheit). The forests are forest and tall, almost mountainous. rocky hills are une;l(plored and full
largely composed of conifer trees. Low hills begin to pop up toward the of hazards. Harpies and Peryton arc said to roost in the high hills, and
west, growing into the mountainous Block. Hills that jut along thc is- worms of Taut. demons and other hell-spawned monstrosities are said
land's western face. Although most of the island has been e;l(plored. it is to live in caves and wander the dense foresl.
widely unpopulated. with vast forests and mysteries yet to be uncov-
ered. Perhaps the most feared place in the Forbidden Area is the Forbid-
den Isle of Sel. a tiny island located in the nonhern comer of the
The Falor and Thendara Forests dominate the island and embrace dreaded Lake ofShadows. The island and lake are considered to be one
most of the human civilization. Generally considered tame and e;l(- of the eanhly domains of the evil god. Set. Lord of Darkness. Demons
plored. the two forests harbor the usual forest predators such as wild and Wonns of Taut are known 10 roam the island and forest surround-
dogs (not wolves), wild boar, predatory felines and snakes. Some of the ing the lake. Legend has it that no man or woman has ever set f()()( on
more e;l(otic dangers include the occasional runaway slave or small the island and lived to tell the talc. Even the authorities will not ap-
slave group turned bandit. giant timber spiders, bear men, faerie folk proach this damned island.
and the occasional Harpy or Pcryton. Game birds and animals such as
rabbits. squirrels. possums, wild boar and similar animals provide hunt- The ClItseye Rh'er winds its way from the Lake of Shadows to the
ers with both food and sport. town of Amoria on the south coast of the island.
The: Langard Road divides the twO forests and conn«ts the city of The Lake of Shadows is the only large body of fresh water on the
Cassandra with the town of Maginsa at the opposite end of the island. island of Lemaria. Unfonunately. a host of demons and unnatural crea-
Most of the cultivated land has been developed along this road. provid- tures live in the lake. making it inltospitable fore;l(tensive human use.
ing farmers with a direct, easy route to the two major population centers
of the island. G.M. Note: Creatures include an occasional Shadow Beast. a con-
jured demon (See island of Set), and a creature known as the Black Ser-
The City of Cassandra is the founding site of the isle's human pent. The Black Serpent is a rare variety of dragon. a sea serpent to be
population and the seat of its government. It is a modest community of exact. that has made his home in the Lake of Shadows. Like most sea
stone and wood dwellings designed to be functional. not pretty. Since serpents. its I.Q. is low. almost animal. and its tcmper is most foul. To
there is no outside trade, there is no need for a large merchant's area or compound matters. it is a mommy.
attractions for tfllvelers.
The Black Serpent & Her Young
Thc Black Serpent will usually try to capsize boats, and then attack
floundering victims. She and hcr young inhabit the southeast pan of the
lake. but regularly travel the entire watery body and, occasionally, the
Catseye river.
49